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alienpop

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Posts posted by alienpop

  1. 7 hours ago, salival said:

    This mod doesn't actually automatically add you to locked doors or remove you when you downgrade them. You have to add that manually, there are steps inside this thread on how to do it.

    There is information that Zupa has linked from a user on the first post at the end of it on how to add the user to the door automatically:

    To add the owner as default to the doors on placement, edit your Player_Upgrade.sqf

     

    I figured out what the issue was:

    * At step 6 when editing server_updateObject.sqf make sure you are editing the appropriate section relating to whether you have plot management installed - I had plot management installed and followed the instructions for not having it installed.

    * Also at step 6, make sure you place a comma after "get_BackpackCargo _object" IF you are using ZSC. So it should look like this: "get_BackpackCargo _object," - so this is how that whole section in step 6 looked for me as a player that has plot management and zupa single coin but not plot4life:

    Quote

    _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*/
    ];
    };

     

  2. On 4/4/2015 at 8:16 PM, GudrunGisela said:

    I've got the same problem like SteamROLLER. I thought this additional line:"IMPORTANT FOR NON PLOT4 LIFE USERS" means that this script works now without P4L. I have no notion of installing P4L because I think this is a unnecessary complicated Script. Other more easier scripts do have the same impact and are much more compatible with modded servers. Anyway I've installed ZSC 3.0, PlotManagement and Advanced Trading and they all work fine (Many Thanks Zupa). Only doorManagement rebels persistent. If you upgrade a door with a code lock you're not the owner of this. I hope anyone find a solution for this. Many Thanks!

     

    Best regards,

     

    GudrunGisela

    I'm having this issue currently, I don't have Plot4Life and I tried doing the non-plot4life fix at the bottom of the instructions but after restart I'm no longer the owner of any locked doors I've placed and the only way I can fix it is by removing and placing the lock down again. I don't have any errors in my log file so I'm not sure where the issue could be coming from. Has anyone managed to get door management to work without using plot4life?

  3. Hey guys, thanks for the replies. I went back and checked the initial log line by line (I'm still new to this so I may have missed a few things).

     

    So for the error below, I did a search of the forums and saw that I need to go through server_monitor.sqf and change all the instances of "intentory" to "inventory".

    Quote

    if ((count _intentory > 0) && !(typeOf( _object) ==>
     1:39:19   Error position: <_intentory > 0) && !(typeOf( _object) ==>
     1:39:19   Error Undefined variable in expression: _intentory
     1:39:19 File z\addons\dayz_server\system\server_monitor.sqf, line 201
     1:39:19 Error in expression <["OEMPos", _pos, true];

     

    For the second error below, I went to line 921 and removed what appears to be an extra "};" in fn_selfactions.sqf. I'm using the fn_selfactions in my custom folder rather than the one in plot4life.

    Quote

    6:22:37   Error Missing {
     6:22:37 File mpmissions\DayZ_Overpoch_1.Chernarus\custom\fn_selfActions.sqf, line 921
     6:22:37 Error in expression <lowdog;
    s_player_followdog = -1;
    };
    };

    } else {

    {dayz_myCursorTarget removeAct>

     

    For this error  below I was a bit confused as it says a missing "]" but i believe it was actually a comma at the end of the line, so I added a comma to server_updateobject.sqf

    Quote

    6:57:17   Error Missing ]
     6:57:17 File z\addons\dayz_server\compile\server_updateObject.sqf, line 71
     6:57:17 Error in expression <argo _object,
    getBackpackCargo _object

    _object getVariable["bankMoney",0]

    ];
    _>

     

    So, at this stage those errors in my log appear to have disappeared. When I log in I'm still having issues with the scroll wheel somewhat. Now, everytime I try and scroll wheel it constantly has plot management available for me to click (even when I'm not at a plot pole). I've included my log below but it doesn't seem to have any errors related to my issue. I've compared the fn_selfactions.sqf to my original one that works and the one that plot4life provides and I've merged them but clearly if the issue is here I can't figure out the problem. As I said, I'm still a bit new to all of this so I'm trying to figure it out but any help is greatly appreciated.

    Spoiler


    Version 1.63.131129
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
            <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
            <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
            <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
            <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
            <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
            <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
            <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
            <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
    Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
    Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
    Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
    Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
     0:34:14 Initializing Steam server - Game Port: 2600, Steam Query Port: 2601
     0:34:15 Connected to Steam servers
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:49 Server error: Player without identity Pops (id 1616440706)
     0:35:57 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     0:35:58 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     0:35:58 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     0:35:58 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     0:35:58 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     0:36:00 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     0:36:00 "DayZ Epoch: MPframework inited"
     0:36:02 "infiSTAR.de - Waiting for BIS_fnc_init..."
     0:36:02 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
     0:36:02 Warning Message: Script low_admins.sqf not found
     0:36:02 Warning Message: Script normal_admins.sqf not found
     0:36:02 Warning Message: Script super_admins.sqf not found
     0:36:02 Warning Message: Script blacklist.sqf not found
     0:36:02 "infiSTAR.de - iproductVersion: 01022016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,131129] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1"
     0:36:02 "infiSTAR.de - _fnc_RandomGen: {
    _abc = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a'];
    _gen = _abc select (random ((count _abc)-1));
    _arr = ['I','m','B','b','6','N','Q','J','J','E','y','N','v','0','S','e','e','f','X','a','S','Q','s','w','N','X','L','C','Y','S'];
    for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
    _gen
    }"
     0:36:02 "infiSTAR.de - _simple: h2E5L0S1e7e3e7J4N6s0S7S"
     0:36:02 "infiSTAR.de - _dialogIds: k0f9e1y2J5S7w1Q2J3B4N"
     0:36:02 "infiSTAR.de - _badtxts: c9Q9e6s1N8L3S7b7f8w6y2m"
     0:36:02 "infiSTAR.de - _randvar1: b6J5Y1S4J8Q3a4J7m1b1Q"
     0:36:02 "infiSTAR.de - _randvar2: w2X7J8v1N3v8e6J4b4a"
     0:36:02 "infiSTAR.de - _randvar0: h0N5S2b5E8N9X7E6N4S6e"
     0:36:02 "infiSTAR.de - _randvar3: s9C2b204S7e1N5w9w4060709v"
     0:36:02 "infiSTAR.de - _randvar4: l1s8S8X3f6J4J1m5X4X6a"
     0:36:02 "infiSTAR.de - _randvar5: d163N2f4S3S6Q8J6J1N3X"
     0:36:02 "infiSTAR.de - _randvar6: g1J3s3a4e8w7S2N6Q3C7s4E"
     0:36:02 "infiSTAR.de - _randvar8: i2y6w8e165f5S1b8Q4B4J"
     0:36:02 "infiSTAR.de - _randvar11: h906m7S3a4S369X1s2J7J"
     0:36:02 "infiSTAR.de - _randvar12: r6B4E7Y5N7e3y7L0y1y8w2X"
     0:36:02 "infiSTAR.de - _randvar13: r2N8B3y0Q5s1Q7b0b0w4N"
     0:36:02 "infiSTAR.de - _randvar19: n3I4J2a0e7B3Q5N8X8X1w"
     0:36:02 "infiSTAR.de - _randvar20: n2L0f8f4J403v3a2J3b4E"
     0:36:02 "infiSTAR.de - _randvar27: x2L4X0S3I2Q2S605w2Y7f7I"
     0:36:02 "infiSTAR.de - _randvar26: f0f8Q3J0J2Q0f6X2Q8v"
     0:36:02 "infiSTAR.de - _randvar25: v8N6X5X8y2s4e1L604m4S5L"
     0:36:02 "infiSTAR.de - _randvar29: v9N1e3N5e7S9a3e9Y4J6J"
     0:36:02 "infiSTAR.de - _randvar30: i7Q8Q0f3B3S0Q3E7w2S2E"
     0:36:02 "infiSTAR.de - _randvar31: i4S9Q8S5w2v6s4Y5m4Y4S8J"
     0:36:02 "infiSTAR.de - _randvar32: j0N2S2Q7Q466e1w8N8v7N"
     0:36:02 "infiSTAR.de - _randvar33: v4v204N5y8S4J6X6S9e"
     0:36:02 "infiSTAR.de - _randvar34: o3J7Y2S9C1v8I6e205J0N3v"
     0:36:02 "infiSTAR.de - _randvar35: l9s4X6w7v2S2N6Y5X6J4S"
     0:36:02 "infiSTAR.de - _randvar36: a8C4L401f7b8e3e1N4E0J1Y"
     0:36:02 "infiSTAR.de - _randvar321737: t167y7S9s6b6e5e9X5J2B3S0J"
     0:36:02 "infiSTAR.de - _randvar38: g4N506b3y6b5J7B861e305f"
     0:36:02 "infiSTAR.de - _randvar39: t0Q9X166e5E2v2I763X"
     0:36:02 "infiSTAR.de - _clickOnMapTimer: k4f0y8Y7a0s2L6S1S5I"
     0:36:02 "infiSTAR.de - _clickOnMapCaught: k5b4N1S2e4w606w1b5L6J"
     0:36:02 "infiSTAR.de - _fnc_handlerandvar10: p7N765J5e2s8a5a2e0e3L4S6e"
     0:36:02 "infiSTAR.de - _remark: d4b7B3C268C9Q6N8B3Q6v9J7e"
     0:36:02 "infiSTAR.de - _AHpos: r6X6C203J8y2y7L1y86"
     0:36:02 "infiSTAR.de - _loadedcheckpos: m2Y6C3e6X9X8N7m4e5E"
     0:36:02 "infiSTAR.de - _loadedchecktime: o8I3N7S5S0e2B6J0s6S2w1J8X"
     0:36:02 "infiSTAR.de - _MenuChecksRunningx: j4J9J7S3f202X6E9N5w6a"
     0:36:02 "infiSTAR.de - _oneachframe: e7J5s4L3S6N267N861N7f"
     0:36:02 "infiSTAR.de - _anotherloop: o0X3E3X5N5B0B8X6b4Y4N4X9B"
     0:36:02 "infiSTAR.de - _clientoncetwo: n709B3I5B5e7J9s8Q5S3e7e6E"
     0:36:02 "infiSTAR.de - _lastUnlock: l8J7Y3S8S0C462b2L9w7e0N36"
     0:36:02 "infiSTAR.de - _AdminReqCheck: c4I604e0X2I5J2N5X3a3b6s"
     0:36:02 "infiSTAR.de - _antidupeCheckVar: i7s0b5b1Y7J364Q9v3S4J2J"
     0:36:02 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_w4Y3Q4N3S8X3I3L3J1E7S2w5a"
     0:36:02 "infiSTAR.de - _antidupePVResVar: PVAHR_0_x6Y4N6m4f100S306e6J5y3E"
     0:36:02 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_j3N9X3e5m7w4b3N5m4S6S"
     0:36:02 "infiSTAR.de - _randvar321710: PVAHR_0_p9m6Y2C1N6Y4a1S6Q6b"
     0:36:02 "infiSTAR.de - AntiHack LOADED!"
     0:36:02 "infiSTAR.de - CREATING AdminMenu"
     0:36:02 "infiSTAR.de - AdminMenu LOADED!"
     0:36:02 "infiSTAR.de - ADDING PublicVariableEventHandlers"
     0:36:02 "infiSTAR.de - AntiHack FULLY LOADED"
     0:36:03 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:03 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     0:36:12 BIKE: loading version 2.5.1 ...
     0:36:12 BIKE: adding bike to safe vehicle list...
     0:36:12 "Res3tting B!S effects..."
     0:36:12 "infiSTAR.de - infiSTAR_LoadStatus1: infiSTAR is already loaded!"
     0:36:12 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     0:36:13 "HIVE: Starting"
     0:36:13 "HIVE: trying to get objects"
     0:36:13 "HIVE: found 417 objects"
     0:36:13 "HIVE: Commence Object Streaming..."
     0:36:13 "HIVE: got 63 Epoch Objects and 354 Vehicles"
     0:36:13 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     0:36:13 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     0:36:16 Error in expression <0012207031];
    };

    _group_8 = createGroup _center_0;

    _vehicle_627 = objNull;
    if (>
     0:36:16   Error position: <_center_0;

    _vehicle_627 = objNull;
    if (>
     0:36:16   Error Undefined variable in expression: _center_0
     0:36:16 File mpmissions\DayZ_Overpoch_1.Chernarus\bsb_updates\bsb_chernarus_plus_v2.sqf, line 3808
     0:36:20 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     0:36:20 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     0:36:22 No owner
     0:36:22 No owner
     0:36:22 "HIVE: Vehicle Spawn limit reached!"
     0:36:22 "HIVE: Spawning # of Debris: 150"
     0:36:22 "HIVE: Spawning # of Ammo Boxes: 15"
     0:36:22 "HIVE: Spawning # of Veins: 40"
     0:36:22 "Total Number of spawn locations 5"
     0:36:27 "infiSTAR.de - Player-Log: Pops(76561197988094809) - 0h 00min | ******ADMIN******"
     0:36:38 "EPOCH EVENTS INIT"
     0:36:39 "WAI: AI Config File Loaded"
     0:36:39 "WAI: AI Monitor Started"
     0:36:39 "WAI: Initialising missions"
     0:37:06 "infiSTAR.de PlayerConnected: ["76561197988094809","Pops"]"
     0:37:06 "infiSTAR.de PlayerConnected: ["","__SERVER__"]"
     0:37:11 "TIME SYNC: Local Time set to [2013,8,3,13,37]"
     0:37:21 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
     0:37:21 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-D:1 (Pops) REMOTE,"76561197988094809"]"
     0:37:21 "infiSTAR.de ******ADMIN-LOGIN******: Pops(76561197988094809)"
     0:37:21 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-D:1 (Pops) REMOTE,"76561197988094809"]"
     0:37:21 "infiSTAR.de Log: Pops(76561197988094809) -    Left SafeZone @999153"
     0:37:41 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[841.369,2513.16,0]]"
     0:37:41 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[841.369,2513.16,0]]"
     0:37:41 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Admin Pops(76561197988094809) teleported to   GPS: 008128   WorldSpace: [841.369,2513.16,0]"
     0:38:07 [DZMS]: Starting DayZ Mission System.
     0:38:07 [DZMS]: Relations not found! Using DZMS Relations.
     0:38:07 [DZMS]: Currently Running Version: 1.1FIN
     0:38:07 [DZMS]: Mission and Extended Configuration Loaded!
     0:38:07 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
     0:38:07 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
     0:38:07 [DZMS]: Loading ExecVM Functions.
     0:38:07 [DZMS]: Loading Compiled Functions.
     0:38:07 [DZMSHotSpots]: Starting DayZ Mission System.
     0:38:07 [DZMSHotSpots]: Relations not found! Using DZMSHotSpots Relations.
     0:38:07 [DZMS]: Loading All Other Functions.
     0:38:07 [DZMS]: Mission Functions Script Loaded!
     0:38:07 [DZMSHotSpots]: Currently Running Version: 1.1FIN
     0:38:07 [DZMSHotSpots]: Mission and Extended Configuration Loaded!
     0:38:07 [DZMSHotSpots]: chernarus Detected. Map Specific Settings Adjusted!
     0:38:07 [DZMSHotSpots]: DayZ Epoch Detected! Some Scripts Adjusted!
     0:38:07 [DZMSHotSpots]: Loading ExecVM Functions.
     0:38:07 [DZMSHotSpots]: Loading Compiled Functions.
     0:38:07 [DZMSHotSpots]: Loading All Other Functions.
     0:38:07 [DZMSHotSpots]: Mission Functions Script Loaded!
     0:38:07 [DZMS]: Major Mission Clock Starting!
     0:38:07 [DZMS]: Minor Mission Clock Starting!
     0:38:07 [DZMS]: Mission Marker Loop for JIPs Starting!
     0:38:07 [DZMSHotSpots]: Major Mission Clock Starting!
     0:38:07 [DZMSHotSpots]: Minor Mission Clock Starting!
     0:38:24 "infiSTAR.de Log: DOOR UNLOCK ATTEMPT: ID:505 UID:0 BY Pops(76561197988094809) @008127 Code Entered: 422 | Correct Code: 442"
     0:38:28 "infiSTAR.de Log: DOOR UNLOCKED: ID:505 UID:0 BY Pops(76561197988094809) @008127 Code Entered: 442"
     0:38:58 "infiSTAR.de PlayerDisconnected: _uid: 76561197988094809   _name: Pops"
     0:38:58 "get: STRING (76561197988094809), sent: STRING (76561197988094809)"
     0:38:58 "DISCONNECT: Pops (76561197988094809) Object: B 1-1-D:1 (Pops) REMOTE, _characterID: 52 at loc [825.039,2577.89,0.0014267]"
     0:38:58 Client: Remote object 3:5 not found
     0:38:58 Client: Remote object 3:6 not found
     0:38:58 Client: Remote object 3:7 not found
     0:38:59 Warning: Cleanup player - person 3:4 not found
     0:39:08 [DZMSHotSpots]: Running Minor Mission RBTankTraps.
     0:39:08 [DZMSHotSpots]: Minor Mission RBTankTraps started at [1918.7,2245.7,0]
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 No owner
     0:39:08 [DZMSHotSpots]: (DZMSHotSpotsUnitsMinor) 4 AI Spawned, 4 units in mission.

     

  4. Hi,

    I've been trying to get Plot 4 Life working for the past few days but I've been struggling.This is what has been happening: I spawn in near a trader and can initially use the scroll wheel and trade etc, I then alt-click (using infistar admin tools) to my test base and I can use the scroll wheel to unlock the door, but then when i go to access the safe or plot pole inside I can no longer scroll wheel on safe to unlock it or on the plot pole to remove it. Then, when I alt-click back to a trader I no longer have the options to scroll wheel and trade. Also, please note I've been working with plot 4 life 2.35 - I forget the specific reason, but I think I read in the forum here that 2.35 is better if using vectors. Any help would be greatly appreciated.

    The mods I'm using are infistar, Enhanced Spawn Selection v2, Advanced Trading 2.1, Community AGN, Bike Deploy, Snap Build Pro 1.4, Vector Build, Single Currency 3.0

    The edits I made to the given plot4life files was to fn_selfactions.sqf, variables.sqf, server_monitor.sqf (quite a lot of changes, see my edited file below), and server_functions.sqf (Added 2 lines to include and execute AH.sqf)

     

    I've read a few posts here (but no resolutions) that it could be an issue with the fn_selfactions.sqf, so heres the file below:

    Spoiler

    scriptName "Functions\misc\fn_selfActions.sqf";
    /***********************************************************
        ADD ACTIONS FOR SELF
        - Function
        - [] call fnc_usec_selfActions;
    ************************************************************/
    private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached","_playerUID","_characterID","_plotDistance","_PlotsNear", "_classname","_isowner"];

    if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.

    _vehicle = vehicle player;
    _isPZombie = player isKindOf "PZombie_VB";
    _inVehicle = (_vehicle != player);

    _onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);

    _nearLight =     nearestObject [player,"LitObject"];
    _canPickLight = false;
    if (!isNull _nearLight) then {
        if (_nearLight distance player < 4) then {
            _canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
        };
    };

    //Grab Flare
    if (_canPickLight && !dayz_hasLight && !_isPZombie) then {
        if (s_player_grabflare < 0) then {
            _text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
            s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
            s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
        };
    } else {
        player removeAction s_player_grabflare;
        player removeAction s_player_removeflare;
        s_player_grabflare = -1;
        s_player_removeflare = -1;
    };

    if (DZE_HeliLift) then {
        _hasAttached = _vehicle getVariable["hasAttached",false];
        if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) < 30) && (speed _vehicle < 5) && (typeName _hasAttached == "OBJECT")) then {
            if (s_player_heli_detach < 0) then {
                dayz_myLiftVehicle = _vehicle;
                s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""];
            };
        } else {
            dayz_myLiftVehicle removeAction s_player_heli_detach;
            s_player_heli_detach = -1;
        };
    };

    if(DZE_HaloJump) then {
        if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) > 400)) then {
            if (s_halo_action < 0) then {
                DZE_myHaloVehicle = _vehicle;
                s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""];
            };
        } else {
            DZE_myHaloVehicle removeAction s_halo_action;
            s_halo_action = -1;
        };
    };

    if (!DZE_ForceNameTagsOff) then {
        if (s_player_showname < 0 && !_isPZombie) then {
            if (DZE_ForceNameTags) then {
                s_player_showname = 1;
                player setVariable["DZE_display_name",true,true];
            } else {
                s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""];
                s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""];
            };
        };
    };

    if(_isPZombie) then {
        if (s_player_callzombies < 0) then {
            s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
        };
        if (DZE_PZATTACK) then {
            call pz_attack;
            DZE_PZATTACK = false;
        };
        if (s_player_pzombiesvision < 0) then {
            s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
        };
        if (!isNull cursorTarget && (player distance cursorTarget < 3)) then {    //Has some kind of target
            _isAnimal = cursorTarget isKindOf "Animal";
            _isZombie = cursorTarget isKindOf "zZombie_base";
            _isHarvested = cursorTarget getVariable["meatHarvested",false];
            _isMan = cursorTarget isKindOf "Man";
            // Pzombie Gut human corpse || animal
            if (!alive cursorTarget && (_isAnimal || _isMan) && !_isZombie && !_isHarvested) then {
                if (s_player_pzombiesfeed < 0) then {
                    s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
                };
            } else {
                player removeAction s_player_pzombiesfeed;
                s_player_pzombiesfeed = -1;
            };
        } else {
            player removeAction s_player_pzombiesfeed;
            s_player_pzombiesfeed = -1;
        };
    };

    // Increase distance only if AIR || SHIP
    _allowedDistance = 4;
    _isAir = cursorTarget isKindOf "Air";
    _isShip = cursorTarget isKindOf "Ship";
    if(_isAir || _isShip) then {
        _allowedDistance = 8;
    };

    if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance cursorTarget < _allowedDistance) && _canDo) then {    //Has some kind of target

        // set cursortarget to variable
        _cursorTarget = cursorTarget;

        // get typeof cursortarget once
        _typeOfCursorTarget = typeOf _cursorTarget;

        // hintsilent _typeOfCursorTarget;

        _isVehicle = _cursorTarget isKindOf "AllVehicles";
        _isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
        _isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
        
        // get items && magazines only once
        _magazinesPlayer = magazines player;

        //boiled Water
        _hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
        _hastinitem = false;
        {
            if (_x in _magazinesPlayer) then {
                _hastinitem = true;
            };
        } count boil_tin_cans;
        _hasFuelE =     "ItemJerrycanEmpty" in _magazinesPlayer;
        _hasFuelBarrelE =     "ItemFuelBarrelEmpty" in _magazinesPlayer;
        _hasHotwireKit =     "ItemHotwireKit" in _magazinesPlayer;

        _itemsPlayer = items player;
        
        _temp_keys = [];
        _temp_keys_names = [];
        // find available keys
        _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
        {
            if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
                _ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                _ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                _temp_keys_names set [_ownerKeyId,_ownerKeyName];
                _temp_keys set [count _temp_keys,str(_ownerKeyId)];
            };
        } count _itemsPlayer;

        _hasKnife =     "ItemKnife" in _itemsPlayer;
        _hasToolbox =     "ItemToolbox" in _itemsPlayer;

        if (DZE_APlotforLife) then {
            _playerUID = [player] call FNC_GetPlayerUID;
        }else{
            _playerUID = dayz_characterID;
        };

        _isMan = _cursorTarget isKindOf "Man";
        _traderType = _typeOfCursorTarget;
        _ownerID = _cursorTarget getVariable ["ownerPUID","0"];
        _characterID = _cursorTarget getVariable ["CharacterID","0"];
        _isAnimal = _cursorTarget isKindOf "Animal";
        _isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
        _isZombie = _cursorTarget isKindOf "zZombie_base";
        _isDestructable = _cursorTarget isKindOf "BuiltItems";
        _isWreck = _typeOfCursorTarget in DZE_isWreck;
        _isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
        _isModular = _cursorTarget isKindOf "ModularItems";
        _isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"];

        _isRemovable = _typeOfCursorTarget in DZE_isRemovable;
        _isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];

        _isTent = _cursorTarget isKindOf "TentStorage";
        
        _isAlive = alive _cursorTarget;
        
        _text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
        
        _rawmeat = meatraw;
        _hasRawMeat = false;
        {
            if (_x in _magazinesPlayer) then {
                _hasRawMeat = true;
            };
        } count _rawmeat;
        
        _isFuel = false;
        if (_hasFuelE || _hasFuelBarrelE) then {
            {
                if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
            } count dayz_fuelsources;
        };

        // diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
        
        // logic vars
        _player_flipveh = false;
        _player_deleteBuild = false;
        _player_lockUnlock_crtl = false;

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

             _plotDistance = (DZE_PlotPole select 0);
            _PlotsmarkersNear = count (nearestObjects [_cursorTarget, ["Land_coneLight"], _PlotDistance]);

            if (s_player_plot_boundary_on < 0) then {
                If (_PlotsmarkersNear == 0 ) then{
                    s_player_plot_boundary_on = player addAction ["Show plot boundary", "Custom\A_Plot_for_Life\Action\object_showPlotRadius.sqf", "", 1, false];
                };
             };    
             if (s_player_plot_boundary_off < 0) then {
                If (_PlotsmarkersNear > 0 ) then{
                    s_player_plot_boundary_off = player addAction ["Remove plot boundary", "Custom\A_Plot_for_Life\Action\object_removePlotRadius.sqf", "", 1, false];
                };
            };
            if (s_player_plot_take_ownership < 0) then {
                if (DZE_PlotOwnership) then {
                    _isowner = [player, _cursorTarget] call FNC_check_owner;
                    If (( _isowner select 0 )) then{
                        s_player_plot_take_ownership = player addAction ["Take plot items ownership", "Custom\A_Plot_for_Life\Action\plot_take_ownership.sqf", "", 1, false];
                    };
                };
            };
         } else {
               player removeAction s_player_maintain_area;
               s_player_maintain_area = -1;
               player removeAction s_player_maintain_area_preview;
               s_player_maintain_area_preview = -1;
            player removeAction s_player_plot_boundary_on;
            s_player_plot_boundary_on = -1;
            player removeAction s_player_plot_boundary_off;
            s_player_plot_boundary_off = -1;
            player removeAction s_player_plot_take_ownership;
            s_player_plot_take_ownership = -1;
        };

        // CURSOR TARGET ALIVE
        if(_isAlive) then {
            
            //Allow player to delete objects
            if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
                };
            };
            
            //Allow owners to delete modulars
              
            if(_isModular && (_playerUID == _ownerID)) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    // diag_log text "fn_selfactions remove: [can remove modular item]";
                    _player_deleteBuild = true;
                };
             };
            //Allow owners to delete modular doors without locks
            
            if(_isModularDoor && (_playerUID == _ownerID)) then {
                if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                    _player_deleteBuild = true;
                };        
             };    
            // CURSOR TARGET VEHICLE
            if(_isVehicle) then {
                
                //flip vehicle small vehicles by your self && all other vehicles with help nearby
                if (!(canmove _cursorTarget) && (player distance _cursorTarget >= 2) && (count (crew _cursorTarget))== 0 && ((vectorUp _cursorTarget) select 2) < 0.5) then {
                    _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
                    if(_isVehicletype || (_playersNear >= 2)) then {
                        _player_flipveh = true;    
                    };
                };


                if(!_isMan && _characterID != "0" && !(_cursorTarget isKindOf "Bicycle")) then {
                    _player_lockUnlock_crtl = true;
                };

            };
        
        };

        if(_player_deleteBuild) then {
            if (s_player_deleteBuild < 0) then {
                s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "Custom\A_Plot_for_Life\Action\remove.sqf",_cursorTarget, 1, true, true, "", ""];
            };
        } else {
            player removeAction s_player_deleteBuild;
            s_player_deleteBuild = -1;
        };
        
        if (DZE_HeliLift) then {
            _liftHeli = objNull;
            _found = false;
        
            _allowTow = false;
            if ((count (crew _cursorTarget)) == 0) then {
                {
                    if(!_allowTow) then {
                        _allowTow = _cursorTarget isKindOf _x;
                    };
                } count DZE_HeliAllowToTow;
            };

            //diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow];

            if (_allowTow) then {
                _liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15];
                {
                    if(!_found) then {
                        _posL = [_x] call FNC_getPos;
                        _posC = [_cursorTarget] call FNC_getPos;
                        _height = (_posL select 2) - (_posC select 2);
                        _hasAttached = _x getVariable["hasAttached",false];
                        if(_height < 15 && _height > 5 && (typeName _hasAttached != "OBJECT")) then {
                            if(((abs((_posL select 0) - (_posC select 0))) < 10) && ((abs((_posL select 1) - (_posC select 1))) < 10)) then {
                                _liftHeli = _x;
                                _found = true;
                            };
                        };
                    };
                } count _liftHelis;
            };

            //diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget];

            _attached = _cursorTarget getVariable["attached",false];
            if(_found && _allowTow && _canDo && !locked _cursorTarget && !_isPZombie && (typeName _attached != "OBJECT")) then {
                if (s_player_heli_lift < 0) then {
                    s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""];
                };
            } else {
                player removeAction s_player_heli_lift;
                s_player_heli_lift = -1;
            };
        };
        
        // Allow Owner to lock && unlock vehicle  
        if(_player_lockUnlock_crtl) then {
            if (s_player_lockUnlock_crtl < 0) then {
                _hasKey = _characterID in _temp_keys;
                _oldOwner = (_characterID == dayz_playerUID);
                if(locked _cursorTarget) then {
                    if(_hasKey || _oldOwner) then {
                        _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _characterID))], 2, true, true, "", ""];
                        s_player_lockunlock set [count s_player_lockunlock,_Unlock];
                        s_player_lockUnlock_crtl = 1;
                    } else {
                        if(_hasHotwireKit) then {
                            _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""];
                        } else {
                            _Unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, true, true, "", ""];
                        };
                        s_player_lockunlock set [count s_player_lockunlock,_Unlock];
                        s_player_lockUnlock_crtl = 1;
                    };
                } else {
                    if(_hasKey || _oldOwner) then {
                        _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
                        s_player_lockunlock set [count s_player_lockunlock,_lock];
                        s_player_lockUnlock_crtl = 1;
                    };
                };
            };
            
        } else {
            {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
            s_player_lockUnlock_crtl = -1;
        };

        if(DZE_AllowForceSave) then {
            //Allow player to force save
            if((_isVehicle || _isTent) && !_isMan) then {
                if (s_player_forceSave < 0) then {
                    s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
                };
            } else {
                player removeAction s_player_forceSave;
                s_player_forceSave = -1;
            };
        };

        
        
        If(DZE_AllowCargoCheck) then {
            if((_isVehicle || _isTent || _isnewstorage) && _isAlive && !_isMan && !locked _cursorTarget) then {
                if (s_player_checkGear < 0) then {
                    s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
                };
            } else {
                player removeAction s_player_checkGear;
                s_player_checkGear = -1;
            };
        };
        
        
        //flip vehicle small vehicles by your self && all other vehicles with help nearby
        if(_player_flipveh) then {
            if (s_player_flipveh  < 0) then {
                s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];        
            };
        } else {
            player removeAction s_player_flipveh;
            s_player_flipveh = -1;
        };
        
        //Allow player to fill jerrycan
        if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then {
            if (s_player_fillfuel < 0) then {
                s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
            };
        } else {
            player removeAction s_player_fillfuel;
            s_player_fillfuel = -1;
        };
        
        // logic vars for addactions
        _player_butcher = false;
        _player_studybody = false;
        _player_SurrenderedGear = false;

        // CURSOR TARGET NOT ALIVE
        if (!_isAlive) then {

            // Gut animal/zed
            if((_isAnimal || _isZombie) && _hasKnife) then {
                _isHarvested = _cursorTarget getVariable["meatHarvested",false];
                if (!_isHarvested) then {
                    _player_butcher = true;
                };
            };

            // Study body
            if (_isMan && !_isZombie && !_isAnimal) then {
                _player_studybody = true;
            }
        } else {
            // unit alive

            // gear access on surrendered player
            if(_isMan && !_isZombie && !_isAnimal) then {
                _isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false];
                if (_isSurrendered) then {
                    _player_SurrenderedGear = true;
                };
            };
        };


        // Human Gut animal || zombie
        if (_player_butcher) then {
            if (s_player_butcher < 0) then {
                if(_isZombie) then {
                    s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""];
                } else {
                    s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
                };
            };
        } else {
            player removeAction s_player_butcher;
            s_player_butcher = -1;
        };

        // Study Body
        if (_player_studybody) then {
            if (s_player_studybody < 0) then {
                s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""];
            };
        } else {
            player removeAction s_player_studybody;
            s_player_studybody = -1;
        };

        // logic vars
        _player_cook = false;
        _player_boil = false;

        // CURSOR TARGET IS FIRE
        if (inflamed _cursorTarget) then {
            
            //Fireplace Actions check
            if (_hasRawMeat) then {
                _player_cook = true;    
            };
            
            // Boil water
            if (_hasbottleitem && _hastinitem) then {
                _player_boil = true;
            };
        };

        if (_player_SurrenderedGear) then {
            if (s_player_SurrenderedGear < 0) then {
                s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTIONS_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""];
            };
        } else {
            player removeAction s_player_SurrenderedGear;
            s_player_SurrenderedGear = -1;
        };

        //Fireplace Actions check
        if (_player_cook) then {
            if (s_player_cook < 0) then {
                s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
            };
        } else {
            player removeAction s_player_cook;
            s_player_cook = -1;
        };
        
        // Boil water
        if (_player_boil) then {
            if (s_player_boil < 0) then {
                s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
            };
        } else {
            player removeAction s_player_boil;
            s_player_boil = -1;
        };
        
        if(_cursorTarget == dayz_hasFire) then {
            if ((s_player_fireout < 0) && !(inflamed _cursorTarget) && (player distance _cursorTarget < 3)) then {
                s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
            };
        } else {
            player removeAction s_player_fireout;
            s_player_fireout = -1;
        };
        
        //Packing my tent
        if(_isTent && (player distance _cursorTarget < 3)) then {
            if (_ownerID == _playerUID) then {
                if (s_player_packtent < 0) then {
                    s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
                };
            } else {
                if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then {
                    if (s_player_packtent < 0) then {
                        s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "Custom\A_Plot_for_Life\Action\remove.sqf",_cursorTarget, 1, true, true, "", ""];
                    };
                };
            };
        } else {
            player removeAction s_player_packtent;
            s_player_packtent = -1;
        };

        //Allow owner to unlock vault
        if((_typeOfCursorTarget in DZE_LockableStorage) && _characterID != "0" && (player distance _cursorTarget < 3)) then {
            if (s_player_unlockvault < 0) then {
                if(_typeOfCursorTarget in DZE_LockedStorage) then {
                    if(_characterID == dayz_combination || _ownerID == _playerUID) then {
                        _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""];
                        s_player_combi set [count s_player_combi,_combi];
                    } else {
                        _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
                        s_player_combi set [count s_player_combi,_combi];
                    };
                    s_player_unlockvault = 1;
                } else {
                    if(_characterID != dayz_combination && _ownerID != _playerUID) then {
                        _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
                        s_player_combi set [count s_player_combi,_combi];
                        s_player_unlockvault = 1;
                    };
                };
            };
        } else {
            {player removeAction _x} count s_player_combi;s_player_combi = [];
            s_player_unlockvault = -1;
        };

        if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then {
        if (s_bank_dialog < 0) then {
            s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
        };
    } else {
        player removeAction s_bank_dialog;
        s_bank_dialog = -1;
    };

    // cars
    if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then {  
        if (s_bank_dialog2 < 0) then {
            s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
        };
    } else {
        player removeAction s_bank_dialog2;
        s_bank_dialog2 = -1;
    };
        //Allow owner to pack vault
        if(_typeOfCursorTarget in DZE_UnLockedStorage && _characterID != "0" && (player distance _cursorTarget < 3)) then {

            if (s_player_lockvault < 0) then {
                if(_characterID == dayz_combination || _ownerID == dayz_playerUID) then {
                    s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""];
                };
            };
            if (s_player_packvault < 0 && (_characterID == dayz_combination || _ownerID == dayz_playerUID)) then {
                s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""];
            };
        } else {
            player removeAction s_player_packvault;
            s_player_packvault = -1;
            player removeAction s_player_lockvault;
            s_player_lockvault = -1;
        };

        

        //Player Deaths
        if(_typeOfCursorTarget == "Info_Board_EP1") then {
            if (s_player_information < 0) then {
                s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
            };
        } else {
            player removeAction s_player_information;
            s_player_information = -1;
        };
        
        if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then {
        if (s_givemoney_dialog < 0) then {
            s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
        };
     } else {
        player removeAction s_givemoney_dialog;
        s_givemoney_dialog = -1;
    };
        //Fuel Pump
        if(_typeOfCursorTarget in dayz_fuelpumparray) then {    
            if (s_player_fuelauto < 0) then {
                
                // check if Generator_DZ is running within 30 meters
                _findNearestGens = nearestObjects [player, ["Generator_DZ"], 30];
                _findNearestGen = [];
                {
                    if (alive _x && (_x getVariable ["GeneratorRunning", false])) then {
                        _findNearestGen set [(count _findNearestGen),_x];
                    };
                } count _findNearestGens;
                _IsNearRunningGen = count (_findNearestGen);
                
                // show that pump needs power if no generator nearby.
                if(_IsNearRunningGen > 0) then {
                    s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
                } else {
                    s_player_fuelauto = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""];
                };
            };
        } else {
            player removeAction s_player_fuelauto;
            s_player_fuelauto = -1;
        };

        //Fuel Pump on truck
        if(_typeOfCursorTarget in DZE_fueltruckarray && alive _cursorTarget) then {    
            if (s_player_fuelauto2 < 0) then {
                // show that fuel truck pump needs power.
                if(isEngineOn _cursorTarget) then {
                    s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
                } else {
                    s_player_fuelauto2 = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""];
                };
            };
        } else {
            player removeAction s_player_fuelauto2;
            s_player_fuelauto2 = -1;
        };

        // inplace upgrade tool
        if ((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then {
            if ((s_player_lastTarget select 0) != _cursorTarget) then {
                if (s_player_upgrade_build > 0) then {
                    player removeAction s_player_upgrade_build;
                    s_player_upgrade_build = -1;
                };
            };
            if (s_player_upgrade_build < 0) then {
                // s_player_lastTarget = _cursorTarget;
                s_player_lastTarget set [0,_cursorTarget];
                s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "Custom\A_Plot_for_Life\Action\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
            };
        } else {
            player removeAction s_player_upgrade_build;
            s_player_upgrade_build = -1;
        };
        
        // downgrade system
        if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _characterID)) then {
            if ((s_player_lastTarget select 1) != _cursorTarget) then {
                if (s_player_downgrade_build > 0) then {    
                    player removeAction s_player_downgrade_build;
                    s_player_downgrade_build = -1;
                };
            };

            if (s_player_downgrade_build < 0) then {
                s_player_lastTarget set [1,_cursorTarget];
                s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "Custom\A_Plot_for_Life\Action\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""];
            };
        } else {
            player removeAction s_player_downgrade_build;
            s_player_downgrade_build = -1;
        };

        // inplace maintenance tool
        if((_cursorTarget isKindOf "ModularItems" || _cursorTarget isKindOf "DZE_Housebase" || _typeOfCursorTarget == "LightPole_DZ") && (damage _cursorTarget >= DZE_DamageBeforeMaint)) then {
            if ((s_player_lastTarget select 2) != _cursorTarget) then {
                if (s_player_maint_build > 0) then {    
                    player removeAction s_player_maint_build;
                    s_player_maint_build = -1;
                };
            };

            if (s_player_maint_build < 0) then {
                s_player_lastTarget set [2,_cursorTarget];
                s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""];
            };
        } else {
            player removeAction s_player_maint_build;
            s_player_maint_build = -1;
        };


        //Start Generator
        if(_cursorTarget isKindOf "Generator_DZ") then {
            if (s_player_fillgen < 0) then {
                
                // check if not running
                if((_cursorTarget getVariable ["GeneratorRunning", false])) then {
                    s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""];                
                } else {
                // check if not filled && player has jerry.
                    if((_cursorTarget getVariable ["GeneratorFilled", false])) then {
                        s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
                    } else {
                        if("ItemJerrycan" in _magazinesPlayer) then {
                            s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
                        };
                    };
                };
            };
        } else {
            player removeAction s_player_fillgen;
            s_player_fillgen = -1;
        };

        //Towing with tow truck
        /*
        if(_typeOfCursorTarget == "TOW_DZE") then {
            if (s_player_towing < 0) then {
                if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
                    s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""];                
                } else {
                    s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""];                
                };
            };
        } else {
            player removeAction s_player_towing;
            s_player_towing = -1;
        };
        */


        //Sleep
        if(_isTent && _ownerID == _playerUID) then {
            if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then {
                s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
            };
        } else {
            player removeAction s_player_sleep;
            s_player_sleep = -1;
        };
        
        //Repairing Vehicles
        if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then {
            if (s_player_repair_crtl < 0) then {
                dayz_myCursorTarget = _cursorTarget;
                _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
                _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
                s_player_repairActions set [count s_player_repairActions,_menu];
                s_player_repairActions set [count s_player_repairActions,_menu1];
                s_player_repair_crtl = 1;
            } else {
                {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
                s_player_repair_crtl = -1;
            };
        };

        // All Traders
        if (_isMan && !_isPZombie && _traderType in serverTraders) then {
            
            if (s_player_parts_crtl < 0) then {

                // get humanity
                _humanity = player getVariable ["humanity",0];
                _traderMenu = call compile format["menu_%1;",_traderType];

                // diag_log ("TRADER = " + str(_traderMenu));
                
                _low_high = "low";
                _humanity_logic = false;
                if((_traderMenu select 2) == "friendly") then {
                    _humanity_logic = (_humanity < -5000);
                };
                if((_traderMenu select 2) == "hostile") then {
                    _low_high = "high";
                    _humanity_logic = (_humanity > -5000);
                };
                if((_traderMenu select 2) == "hero") then {
                    _humanity_logic = (_humanity < 5000);
                };
                if(_humanity_logic) then {
                    _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""];
                    s_player_parts set [count s_player_parts,_cancel];
                } else {
                    
                    // Static Menu
                    {
                        //diag_log format["DEBUG TRADER: %1", _x];
                        _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
                        s_player_parts set [count s_player_parts,_buy];
                    
                    } count (_traderMenu select 1);
                                    _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""];
                                    s_player_parts set [count s_player_parts,_buyV];
                    // Database menu
                    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""];
                    s_player_parts set [count s_player_parts,_buy];

                    // Add static metals trader options under sub menu
                    _metals_trader = player addAction ["Trade Gems", "custom\trade_metals.sqf",["na"], 0, true, false, "",""];
                    s_player_parts set [count s_player_parts,_metals_trader];
                };
                s_player_parts_crtl = 1;
                
            };
        } else {
            {player removeAction _x} count s_player_parts;s_player_parts = [];
            s_player_parts_crtl = -1;
        };

        
        if(dayz_tameDogs) then {
            
            //Dog
            if (_isDog && _isAlive && (_hasRawMeat) && _characterID == "0" && player getVariable ["dogID", 0] == 0) then {
                if (s_player_tamedog < 0) then {
                    s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
                };
            } else {
                player removeAction s_player_tamedog;
                s_player_tamedog = -1;
            };
            if (_isDog && _characterID == dayz_characterID && _isAlive) then {
                _dogHandle = player getVariable ["dogID", 0];
                if (s_player_feeddog < 0 && _hasRawMeat) then {
                    s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];
                };
                if (s_player_waterdog < 0 && "ItemWaterbottle" in _magazinesPlayer) then {
                    s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];
                };
                if (s_player_staydog < 0) then {
                    _lieDown = _dogHandle getFSMVariable "_actionLieDown";
                    if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };
                    s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];
                };
                if (s_player_trackdog < 0) then {
                    s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];
                };
                if (s_player_barkdog < 0) then {
                    s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""];
                };
                if (s_player_warndog < 0) then {
                    _warn = _dogHandle getFSMVariable "_watchDog";
                    if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; };
                    s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];        
                };
                if (s_player_followdog < 0) then {
                    s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];
                };
            } else {
                player removeAction s_player_feeddog;
                s_player_feeddog = -1;
                player removeAction s_player_waterdog;
                s_player_waterdog = -1;
                player removeAction s_player_staydog;
                s_player_staydog = -1;
                player removeAction s_player_trackdog;
                s_player_trackdog = -1;
                player removeAction s_player_barkdog;
                s_player_barkdog = -1;
                player removeAction s_player_warndog;
                s_player_warndog = -1;
                player removeAction s_player_followdog;
                s_player_followdog = -1;
            };
        };

    } else {
        //Engineering
        {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
        s_player_repair_crtl = -1;

        {player removeAction _x} count s_player_combi;s_player_combi = [];
            
        dayz_myCursorTarget = objNull;
        s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];

        {player removeAction _x} count s_player_parts;s_player_parts = [];
        s_player_parts_crtl = -1;

        {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
        s_player_lockUnlock_crtl = -1;

        player removeAction s_player_checkGear;
        s_player_checkGear = -1;

        player removeAction s_player_SurrenderedGear;
        s_player_SurrenderedGear = -1;

        //Others
        player removeAction s_player_maintain_area;
        s_player_maintain_area = -1;
        player removeAction s_player_maintain_area_preview;
        s_player_maintain_area_preview = -1;
        player removeAction s_player_plot_boundary_on;
        s_player_plot_boundary_on = -1;
        player removeAction s_player_plot_boundary_off;
        s_player_plot_boundary_off = -1;
        player removeAction s_player_plot_take_ownership;
        s_player_plot_take_ownership = -1;
        player removeAction s_player_forceSave;
        s_player_forceSave = -1;
        player removeAction s_player_flipveh;
        s_player_flipveh = -1;
        player removeAction s_player_sleep;
        s_player_sleep = -1;
        player removeAction s_player_deleteBuild;
        s_player_deleteBuild = -1;
        player removeAction s_player_butcher;
        s_player_butcher = -1;
        player removeAction s_player_cook;
        s_player_cook = -1;
        player removeAction s_player_boil;
        s_player_boil = -1;
        player removeAction s_player_fireout;
        s_player_fireout = -1;
        player removeAction s_player_packtent;
        s_player_packtent = -1;
        player removeAction s_player_fillfuel;
        s_player_fillfuel = -1;
        player removeAction s_player_studybody;
        s_player_studybody = -1;
        //Dog
        player removeAction s_player_tamedog;
        s_player_tamedog = -1;
        player removeAction s_player_feeddog;
        s_player_feeddog = -1;
        player removeAction s_player_waterdog;
        s_player_waterdog = -1;
        player removeAction s_player_staydog;
        s_player_staydog = -1;
        player removeAction s_player_trackdog;
        s_player_trackdog = -1;
        player removeAction s_player_barkdog;
        s_player_barkdog = -1;
        player removeAction s_player_warndog;
        s_player_warndog = -1;
        player removeAction s_player_followdog;
        s_player_followdog = -1;
        
        // vault
        player removeAction s_player_unlockvault;
        s_player_unlockvault = -1;
        player removeAction s_player_packvault;
        s_player_packvault = -1;
        player removeAction s_player_lockvault;
        s_player_lockvault = -1;

        player removeAction s_player_information;
        s_player_information = -1;
        player removeAction s_player_fillgen;
        s_player_fillgen = -1;
        player removeAction s_player_upgrade_build;
        s_player_upgrade_build = -1;
        player removeAction s_player_maint_build;
        s_player_maint_build = -1;
        player removeAction s_player_downgrade_build;
        s_player_downgrade_build = -1;
        player removeAction s_player_towing;
        s_player_towing = -1;
        player removeAction s_player_fuelauto;
        s_player_fuelauto = -1;
        player removeAction s_player_fuelauto2;
        s_player_fuelauto2 = -1;

        player removeAction s_givemoney_dialog;
        s_givemoney_dialog = -1;
        player removeAction s_bank_dialog;
        s_bank_dialog = -1;
        player removeAction s_bank_dialog2;
        s_bank_dialog2 = -1;
    };

     

    //Dog actions on player self
    _dogHandle = player getVariable ["dogID", 0];
    if (_dogHandle > 0) then {
        _dog = _dogHandle getFSMVariable "_dog";
        _characterID = "0";
        if (!isNull cursorTarget) then { _characterID = cursorTarget getVariable ["CharacterID","0"]; };
        if (_canDo && !_inVehicle && alive _dog && _characterID != dayz_characterID) then {
            if (s_player_movedog < 0) then {
                s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
            };
            if (s_player_speeddog < 0) then {
                _text = (localize "str_epoch_player_249");
                _speed = 0;
                if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); };
                s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
            };
            if (s_player_calldog < 0) then {
                s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
            };
        };
    } else {
        player removeAction s_player_movedog;        
        s_player_movedog =        -1;
        player removeAction s_player_speeddog;
        s_player_speeddog =        -1;
        player removeAction s_player_calldog;
        s_player_calldog =         -1;
    };

    // ---------------------------------------FIRE DANCE START------------------------------------
    if (inflamed cursorTarget and _canDo) then {
            if (s_player_dance < 0) then {
            s_player_dance = player addAction ["Dance!","custom\dance.sqf",cursorTarget, 0, false, true, "",""];
    //        s_player_fight = player addAction["Fight!","Scripts\dance\boxing.sqf",cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_dance;
    //    player removeAction s_player_fight;
        s_player_dance = -1;
    //    s_player_fight = -1;
    };
    // ---------------------------------------FIRE DANCE END------------------------------------

     

    Here's my arma2oaserver.rpt:

    Spoiler

    =====================================================================
    == C:\xxgames\test\11555\arma2oaserver.exe
    == "C:\xxgames\test\11555\arma2oaserver.exe" -cpuCount=4 -name=DayZ "-profiles=instance_1_Overpoch_Chernarus" "-cfg=instance_1_Overpoch_Chernarus\basic.cfg" "-config=instance_1_Overpoch_Chernarus\config.cfg" "-mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server"  -ip=103.13.101.247 -port=2600 -autoinit
    =====================================================================
    Exe timestamp: 2016/02/01 14:26:08
    Current time:  2016/02/08 03:41:25

    Version 1.63.131129
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
    File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
    Unsupported language English in stringtable
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
            <English>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
            <Italian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
            <Spanish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
            <French>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
            <Czech>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
            <Russian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
            <Polish>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
            <Hungarian>From world.guns.ru: &lt'
    Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
    Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
        </Key>
        <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
          <German>Compact assault rifle with silenced grenade launcher&lt'
    Item STR_VIL_DN_BS1 listed twice
    Item STR_AUTHOR_VILAS listed twice
    Item STR_VIL_EASTERN listed twice
    Item STR_VIL_WEAPONS listed twice
    Item str_dss_10rnd_vss listed twice
    Item str_dss_20rnd_vss listed twice
    Item str_dn_20rnd_9x39_sp5_vss listed twice
    Item str_dn_ak_107_gl_pso listed twice
    Item str_dn_ak_107_kobra listed twice
    Item str_dn_M40A3 listed twice
    Item str_dn_rpk_74 listed twice
    Item str_ep1_dn_fn_fal listed twice
    Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
    Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
    Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
    Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
    Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
    Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
    Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
    Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
    Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
    Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
    Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
    Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
    Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
    Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
    Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
    Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
    Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
    Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
    Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
    Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
    Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
    Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
    Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
    Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
    Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
    Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
    Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
    Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
    Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
    Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
    Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
    Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
    Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
    Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
    Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
    Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
    Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
    Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
    Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
    Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
    Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
    Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
    Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
    Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
    Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
    Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
    Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
    Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
    Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
    Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
    Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
    Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
    Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
    Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
    Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
    Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
    Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
    Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
    Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
    Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
    Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
    Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
    Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
    Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
    Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
    Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
    Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
    Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
    Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
    Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
    Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
     3:41:31 Initializing Steam server - Game Port: 2600, Steam Query Port: 2601
     3:41:32 Connected to Steam servers
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:01 Server error: Player without identity Pops (id 1776400058)
     3:42:02 Server error: Player without identity Pops (id 1776400058)
     3:42:02 Server error: Player without identity Pops (id 1776400058)
     3:42:10 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
     3:42:12 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
     3:42:12 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
     3:42:12 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
     3:42:12 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
     3:42:14 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
     3:42:14 "DayZ Epoch: MPframework inited"
     3:42:16 "infiSTAR.de - Waiting for BIS_fnc_init..."
     3:42:16 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
     3:42:16 Warning Message: Script low_admins.sqf not found
     3:42:16 Warning Message: Script normal_admins.sqf not found
     3:42:16 Warning Message: Script super_admins.sqf not found
     3:42:16 Warning Message: Script blacklist.sqf not found
     3:42:16 "infiSTAR.de - iproductVersion: 01022016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,131129] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1"
     3:42:16 "infiSTAR.de - _fnc_RandomGen: {
    _abc = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a'];
    _gen = _abc select (random ((count _abc)-1));
    _arr = ['I','m','B','b','6','N','Q','J','J','E','y','N','v','0','S','e','e','f','X','a','S','Q','s','w','N','X','L','C','Y','S'];
    for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
    _gen
    }"
     3:42:16 "infiSTAR.de - _simple: p4e6s2m1w9Q2Q1S7y2L5S"
     3:42:16 "infiSTAR.de - _dialogIds: u4Q3S8I1J7C8a4y1y6w4m5S"
     3:42:16 "infiSTAR.de - _badtxts: o1a6B0Q9J6y2m2Q7J3L7X"
     3:42:16 "infiSTAR.de - _randvar1: c4Q8Q4L1w8X7y7y1S9Q661f"
     3:42:16 "infiSTAR.de - _randvar2: m8e4Q6J2m567J4J5B663s5X"
     3:42:16 "infiSTAR.de - _randvar0: o6m2Q9e4m1S4S7e8N1S4w"
     3:42:16 "infiSTAR.de - _randvar3: r808y2s5N3Q7m7N7J2Q4e7C9m"
     3:42:16 "infiSTAR.de - _randvar4: b8S7E7Y463S6X9f363E6E"
     3:42:16 "infiSTAR.de - _randvar5: u5J8L7J906a1b7X4S1E5Q1b"
     3:42:16 "infiSTAR.de - _randvar6: d7J5N5S4s6S9f6C1L1L9J3B"
     3:42:16 "infiSTAR.de - _randvar8: q5E6I6Q0N3S7v765J1N2Y8N"
     3:42:16 "infiSTAR.de - _randvar11: p5B0Q5Q4S3e768N7J9y7a6J2L"
     3:42:16 "infiSTAR.de - _randvar12: b4y6f7N7S1S0b2X904N7e"
     3:42:16 "infiSTAR.de - _randvar13: o3B165f1X8I7Q1E6C3f"
     3:42:16 "infiSTAR.de - _randvar19: b76262Q2S6b7m3X1b8Q2Q8y"
     3:42:16 "infiSTAR.de - _randvar20: t5s3S6C9f5v363I8e6b"
     3:42:16 "infiSTAR.de - _randvar27: q7X0w8m5y3f4Q9J7J3N4J1S"
     3:42:16 "infiSTAR.de - _randvar26: s1B569Q5m3N2J7S6Y4m1X"
     3:42:16 "infiSTAR.de - _randvar25: i6X8S802f6E6N6y6X5e665J"
     3:42:16 "infiSTAR.de - _randvar29: d96569X6L3Y5Q3m6S6X7Q"
     3:42:16 "infiSTAR.de - _randvar30: m7Q8s6b9f3Q4s4N3N9a008N7f"
     3:42:16 "infiSTAR.de - _randvar31: b2S5E9w3y1L5e4w2y0b6v4S"
     3:42:16 "infiSTAR.de - _randvar32: h4f2s3f8I8e5J9N5B4Q4C6J"
     3:42:16 "infiSTAR.de - _randvar33: f0s0Y8S8f2L9a6N9N1E"
     3:42:16 "infiSTAR.de - _randvar34: e6b2I7e4m8J1e7S7s4J3S"
     3:42:16 "infiSTAR.de - _randvar35: l2Q468E9s1C3Q3y6X4e1N"
     3:42:16 "infiSTAR.de - _randvar36: r268s1w2S5Y6Q5N1Q2Q2v"
     3:42:16 "infiSTAR.de - _randvar321737: g8X6a6E4C3S8w3L0e2Q7f0e1y"
     3:42:16 "infiSTAR.de - _randvar38: s3f8y6L7Y6a9J0E3s3f1E"
     3:42:16 "infiSTAR.de - _randvar39: h3s7B9N5y7E5C7E1N6a5Y4v3X"
     3:42:16 "infiSTAR.de - _clickOnMapTimer: x5N267B4S6a3N4v1m9N"
     3:42:16 "infiSTAR.de - _clickOnMapCaught: l4J607B6C0y6w3Q3X2B"
     3:42:16 "infiSTAR.de - _fnc_handlerandvar10: s3m6s5L7e1e0S8S3f5Q9Y"
     3:42:16 "infiSTAR.de - _remark: w9N2Q7N8w6e3b669m0e4Q5N"
     3:42:16 "infiSTAR.de - _AHpos: n6w8b8N6C8Q5Q8J2I3E0Q7S"
     3:42:16 "infiSTAR.de - _loadedcheckpos: d3N0S9w8f2v4a4S1S2X1X9y8J"
     3:42:16 "infiSTAR.de - _loadedchecktime: a3Y6X6N0m665N3N605Q2X"
     3:42:16 "infiSTAR.de - _MenuChecksRunningx: e8Q7J4N3I3N1v8Q1J4S0N1S"
     3:42:16 "infiSTAR.de - _oneachframe: t8v3Y2b7s6X8Q2v7S1X6L"
     3:42:16 "infiSTAR.de - _anotherloop: c1Q7N2J8X0Y305N8y8S10"
     3:42:16 "infiSTAR.de - _clientoncetwo: k9C2w763B1C7e2X3J6I6N"
     3:42:16 "infiSTAR.de - _lastUnlock: g8y3N4N2e6b5a2C108Y1L"
     3:42:16 "infiSTAR.de - _AdminReqCheck: q2w1Y4y9S6J4B7B706b6e3e"
     3:42:16 "infiSTAR.de - _antidupeCheckVar: q460Y164f6B8f9N3m5E3b3v"
     3:42:16 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_k8Y0e2w4X501s6a8N967e3N"
     3:42:16 "infiSTAR.de - _antidupePVResVar: PVAHR_0_v0L1J108B7N5b5f4y8N109e"
     3:42:16 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_n166S2b1f5N3L0J5Q7N1N2N7b"
     3:42:16 "infiSTAR.de - _randvar321710: PVAHR_0_f8v5S6S1Q2a5w0Q5N1S4J16"
     3:42:16 "infiSTAR.de - AntiHack LOADED!"
     3:42:16 "infiSTAR.de - CREATING AdminMenu"
     3:42:16 "infiSTAR.de - AdminMenu LOADED!"
     3:42:16 "infiSTAR.de - ADDING PublicVariableEventHandlers"
     3:42:16 "infiSTAR.de - AntiHack FULLY LOADED"
     3:42:17 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:17 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
     3:42:27 "infiSTAR.de - infiSTAR_LoadStatus1: infiSTAR is already loaded!"
     3:42:27 BIKE: loading version 2.5.1 ...
     3:42:27 BIKE: adding bike to safe vehicle list...
     3:42:27 "Res3tting B!S effects..."
     3:42:27 "HIVE: Starting"
     3:42:27 "HIVE: trying to get objects"
     3:42:27 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     3:42:28 "HIVE: found 384 objects"
     3:42:28 "HIVE: Commence Object Streaming..."
     3:42:28 "HIVE: got 37 Epoch Objects and 347 Vehicles"
     3:42:29 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     3:42:29 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     3:42:31 Error in expression <0012207031];
    };

    _group_8 = createGroup _center_0;

    _vehicle_627 = objNull;
    if (>
     3:42:31   Error position: <_center_0;

    _vehicle_627 = objNull;
    if (>
     3:42:31   Error Undefined variable in expression: _center_0
     3:42:31 File mpmissions\DayZ_Overpoch_1.Chernarus\bsb_updates\bsb_chernarus_plus_v2.sqf, line 3808
     3:42:35 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     3:42:35 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     3:42:37 No owner
     3:42:37 No owner
     3:42:37 "HIVE: Vehicle Spawn limit reached!"
     3:42:37 "HIVE: Spawning # of Debris: 150"
     3:42:37 "HIVE: Spawning # of Ammo Boxes: 15"
     3:42:37 "HIVE: Spawning # of Veins: 40"
     3:42:37 "Total Number of spawn locations 5"
     3:42:38 "EPOCH EVENTS INIT"
     3:42:39 "DEBUG: Too many at [10754,8131.01]"
     3:42:41 "WAI: AI Config File Loaded"
     3:42:42 "WAI: Initialising missions"
     3:42:42 "WAI: AI Monitor Started"
     3:42:43 "infiSTAR.de - Player-Log: Pops(76561197988094809) - 0h 00min | ******ADMIN******"
     3:42:43 Server: Object 3:8 not found (message 70)
     3:42:43 "TIME SYNC: Local Time set to [2013,8,3,13,42]"
     3:42:44 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
     3:42:45 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-D:1 (Pops) REMOTE,"76561197988094809"]"
     3:42:45 "infiSTAR.de ******ADMIN-LOGIN******: Pops(76561197988094809)"
     3:42:45 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-D:1 (Pops) REMOTE,"76561197988094809"]"
     3:43:38 [DZMS]: Starting DayZ Mission System.
     3:43:38 [DZMS]: Relations not found! Using DZMS Relations.
     3:43:38 [DZMS]: Currently Running Version: 1.1FIN
     3:43:38 [DZMS]: Mission and Extended Configuration Loaded!
     3:43:38 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
     3:43:38 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
     3:43:38 [DZMS]: Loading ExecVM Functions.
     3:43:38 [DZMS]: Loading Compiled Functions.
     3:43:38 [DZMS]: Loading All Other Functions.
     3:43:38 [DZMS]: Mission Functions Script Loaded!
     3:43:38 [DZMS]: Major Mission Clock Starting!
     3:43:38 [DZMS]: Minor Mission Clock Starting!
     3:43:38 [DZMS]: Mission Marker Loop for JIPs Starting!
     3:45:42 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[11451.7,11361,0]]"
     3:45:42 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[11451.7,11361,0]]"
     3:45:42 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Admin Pops(76561197988094809) teleported to   GPS: 114039   WorldSpace: [11451.7,11361,0]"
     3:45:44 "infiSTAR.de Log: Pops(76561197988094809) -    Entered SafeZone @114039"
     3:45:46 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
     3:45:55 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[6333.09,7808.53,0]]"
     3:45:55 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[6333.09,7808.53,0]]"
     3:45:55 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Admin Pops(76561197988094809) teleported to   GPS: 063075   WorldSpace: [6333.09,7808.53,0]"
     3:45:58 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
     3:46:17 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[844.296,2510.15,0]]"
     3:46:17 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[844.296,2510.15,0]]"
     3:46:17 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Admin Pops(76561197988094809) teleported to   GPS: 008128   WorldSpace: [844.296,2510.15,0]"
     3:46:20 "infiSTAR.de Log: Pops(76561197988094809) -    Left SafeZone @008128"
     3:46:41 "infiSTAR.de Log: DOOR UNLOCKED: ID:406 UID:0 BY Pops(76561197988094809) @008127 Code Entered: 792"
     3:48:05 "infiSTAR.de fnc_AdminFirstReq: [9004,B 1-1-D:1 (Pops) REMOTE]"
     3:48:05 "infiSTAR.de fnc_AdminReqProceed: [9004,B 1-1-D:1 (Pops) REMOTE]"
     3:48:05 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Pops - SMALL SUPPLY PACKAGE @008127"
     3:48:29 "infiSTAR.de fnc_AdminFirstReq: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[6328.5,7812.84,0]]"
     3:48:29 "infiSTAR.de fnc_AdminReqProceed: [1,B 1-1-D:1 (Pops) REMOTE,B 1-1-D:1 (Pops) REMOTE,[6328.5,7812.84,0]]"
     3:48:30 "infiSTAR.de PVAH_WriteLog: B 1-1-D:1 (Pops) REMOTE   Admin Pops(76561197988094809) teleported to   GPS: 063075   WorldSpace: [6328.5,7812.84,0]"
     3:48:31 "infiSTAR.de Log: Pops(76561197988094809) -    Entered SafeZone @063075"
     3:50:50 "WAI: [Mission:[Hero] Ural Attack]: Starting... [10334.9,5892.96,0]"
     3:50:50 "WAI: [Mission:[Hero] Ural Attack]: Spawning Buildings"
     3:50:50 "WAI: Spawned a group of 1 AI (Bandit) at [10334.9,5892.96,0]"
     3:50:50 "WAI: Spawned a group of 1 AI (Bandit) at [10334.9,5892.96,0]"
     3:50:50 No owner
     3:50:50 No owner
     3:50:50 No owner
     3:50:50 No owner
     3:50:50 "WAI: Spawned a group of 1 AI (Bandit) at [10334.9,5892.96,0]"
     3:50:50 "WAI: Spawned a group of 1 AI (Bandit) at [10334.9,5892.96,0]"
     3:50:54 "WAI: [Mission:[Bandit] Black Hawk Crash]: Starting... [12322.2,7422.96,0]"
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 "WAI: Spawned a group of 3 AI (Hero) at [12322.2,7422.96,0]"
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:54 No owner
     3:50:55 No owner
     3:50:55 No owner
     3:50:55 No owner
     3:50:55 No owner
     3:50:55 "WAI: Spawned a group of 3 AI (Hero) at [12322.2,7422.96,0]"
     3:50:55 "WAI: Spawned a group of 3 AI (Hero) at [12322.2,7422.96,0]"
     3:50:55 "WAI: Spawned in 2 M2StaticMG"
     3:50:58 "TIME SYNC: Local Time set to [2013,8,3,13,50]"

     

     

    Changed server_monitor.sqf file:

    Spoiler

    private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_inventory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded","_ownerPUID"];

    dayz_versionNo =         getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo =     getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");

    _hiveLoaded = false;

    waitUntil{initialized}; //means all the functions are now defined

    diag_log "HIVE: Starting";

    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
        
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
        MaxVehicleLimit = 50;
    };

    if(isnil "MaxDynamicDebris") then {
        MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
        MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
        MaxMineVeins = 50;
    };
    // Custon Configs End

    if (isServer && isNil "sm_done") then {

        serverVehicleCounter = [];
        _hiveResponse = [];

        for "_i" from 1 to 5 do {
            diag_log "HIVE: trying to get objects";
            _key = format["CHILD:302:%1:", dayZ_instance];
            _hiveResponse = _key call server_hiveReadWrite;  
            if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
                if ((_hiveResponse select 1) == "Instance already initialized") then {
                    _superkey = profileNamespace getVariable "SUPERKEY";
                    _shutdown = format["CHILD:400:%1:", _superkey];
                    _res = _shutdown call server_hiveReadWrite;
                    diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
                } else {
                    diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
                
                };
                _hiveResponse = ["",0];
            }
            else {
                diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
                _i = 99; // break
            };
        };
        
        _BuildingQueue = [];
        _objectQueue = [];
        
        if ((_hiveResponse select 0) == "ObjectStreamStart") then {
        
            // save superkey
            profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];
            
            _hiveLoaded = true;
        
            diag_log ("HIVE: Commence Object Streaming...");
            _key = format["CHILD:302:%1:", dayZ_instance];
            _objectCount = _hiveResponse select 1;
            _bQty = 0;
            _vQty = 0;
            for "_i" from 1 to _objectCount do {
                _hiveResponse = _key call server_hiveReadWriteLarge;
                //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
                if ((_hiveResponse select 2) isKindOf "ModularItems") then {
                    _BuildingQueue set [_bQty,_hiveResponse];
                    _bQty = _bQty + 1;
                } else {
                    _objectQueue set [_vQty,_hiveResponse];
                    _vQty = _vQty + 1;
                };
            };
            diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
        };
        
        // # NOW SPAWN OBJECTS #
        _totalvehicles = 0;
        {
            _idKey =         _x select 1;
            _type =            _x select 2;
            _ownerID =         _x select 3;

            _worldspace =     _x select 4;
            _inventory =    _x select 5;
            _hitPoints =    _x select 6;
            _fuel =            _x select 7;
            _damage =         _x select 8;
            
            _dir = 0;
            _pos = [0,0,0];
            _wsDone = false;
            if (count _worldspace >= 2) then
            {
                _dir = _worldspace select 0;
                if (count (_worldspace select 1) == 3) then {
                    _pos = _worldspace select 1;
                    _wsDone = true;
                }
            };            
            
            if (!_wsDone) then {
                if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
                _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
                if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
                diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
            };

            _vector = [[0,0,0],[0,0,0]];
    _vecExists = false;
    _ownerPUID = "0";   
    if (count _worldspace >= 3) then{
        if(count _worldspace == 3) then{
                if(typename (_worldspace select 2) == "STRING")then{
                    _ownerPUID = _worldspace select 2;
                }else{
                     if(typename (_worldspace select 2) == "ARRAY")then{
                        _vector = _worldspace select 2;
                        if(count _vector == 2)then{
                            if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                                _vecExists = true;
                            };
                        };
                    };                  
                };

        }else{
            //Was not 3 elements, so check if 4 or more
            if(count _worldspace == 4) then{
                if(typename (_worldspace select 3) == "STRING")then{
                    _ownerPUID = _worldspace select 3;
                }else{
                    if(typename (_worldspace select 2) == "STRING")then{
                        _ownerPUID = _worldspace select 2;
                    };
                };


                if(typename (_worldspace select 2) == "ARRAY")then{
                    _vector = _worldspace select 2;
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;
                        };
                    };
                }else{
                    if(typename (_worldspace select 3) == "ARRAY")then{
                        _vector = _worldspace select 3;
                        if(count _vector == 2)then{
                            if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                                _vecExists = true;
                            };
                        };
                    };
                };

            }else{
                //More than 3 or 4 elements found
                //Might add a search for the vector, ownerPUID will equal 0
            };
        };
    };
            // Realign characterID to OwnerPUID - need to force save though.
            
            if (DZE_APlotforLife) then {
                if (count _worldspace < 3) then
                {
                    _worldspace set [count _worldspace, "0"];
                };        
                _ownerPUID = _worldspace select 2;
            } else {
                _ownerPUID = _ownerID;
            };
            
            // diag_log format["Server_monitor: [ObjectID = %1]  [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID];
            
            if (_damage < 1) then {
                //diag_log format["OBJ: %1 - %2", _idKey,_type];
                
                //Create it
                _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
                _object setVariable ["lastUpdate",time];
                _object setVariable ["ObjectID", _idKey, true];
                _object setVariable ["OwnerPUID", _ownerPUID, true];

                _lockable = 0;
                if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
                    _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
                };

                // fix for leading zero issues on safe codes after restart
                if (_lockable == 4) then {
                    _codeCount = (count (toArray _ownerID));
                    if(_codeCount == 3) then {
                        _ownerID = format["0%1", _ownerID];
                    };
                    if(_codeCount == 2) then {
                        _ownerID = format["00%1", _ownerID];
                    };
                    if(_codeCount == 1) then {
                        _ownerID = format["000%1", _ownerID];
                    };
                };

                if (_lockable == 3) then {
                    _codeCount = (count (toArray _ownerID));
                    if(_codeCount == 2) then {
                        _ownerID = format["0%1", _ownerID];
                    };
                    if(_codeCount == 1) then {
                        _ownerID = format["00%1", _ownerID];
                    };
                };

                _object setVariable ["CharacterID", _ownerID, true];
                
                clearWeaponCargoGlobal  _object;
                clearMagazineCargoGlobal  _object;
                // _object setVehicleAmmo DZE_vehicleAmmo;
                
                _object setdir _dir;
                if(_vecExists)then{
                _object setVectorDirAndUp _vector;
                };
                _object setposATL _pos;
                _object setDamage _damage;
                
                if ((typeOf _object) in dayz_allowedObjects) then {
                    _object setVariable["memDir",_dir,true];
                    if (DZE_GodModeBase) then {
                        _object addEventHandler ["HandleDamage", {false}];
                    } else {
                        _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
                    };
                    // Test disabling simulation server side on buildables only.
                    _object enableSimulation false;
                    // used for inplace upgrades && lock/unlock of safe
                    _object setVariable ["OEMPos", _pos, true];
                    
                };

                /*ZSC*/
                if( count (_inventory) > 3)then{
                    _object setVariable ["bankMoney", _inventory select 3, true];
                }else{
                        _object setVariable ["bankMoney", 0, true];
                };
                /*ZSC*/
                if (count _inventory > 0) then {
                    if (_type in DZE_LockedStorage) then {
                        // Fill variables with loot
                        _object setVariable ["WeaponCargo", (_inventory select 0),true];
                        _object setVariable ["MagazineCargo", (_inventory select 1),true];
                        _object setVariable ["BackpackCargo", (_inventory select 2),true];
                    } else {

                        //Add weapons
                        _objWpnTypes = (_inventory select 0) select 0;
                        _objWpnQty = (_inventory select 0) select 1;
                        _countr = 0;                    
                        {
                            if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
                                _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
                            };
                            _isOK =     isClass(configFile >> "CfgWeapons" >> _x);
                            if (_isOK) then {
                                _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
                            };
                            _countr = _countr + 1;
                        } count _objWpnTypes;
                    
                        //Add Magazines
                        _objWpnTypes = (_inventory select 1) select 0;
                        _objWpnQty = (_inventory select 1) select 1;
                        _countr = 0;
                        {
                            if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
                            if (_x == "ItemTent") then { _x = "ItemTentOld" };
                            _isOK =     isClass(configFile >> "CfgMagazines" >> _x);
                            if (_isOK) then {
                                _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
                            };
                            _countr = _countr + 1;
                        } count _objWpnTypes;

                        //Add Backpacks
                        _objWpnTypes = (_inventory select 2) select 0;
                        _objWpnQty = (_inventory select 2) select 1;
                        _countr = 0;
                        {
                            _isOK =     isClass(configFile >> "CfgVehicles" >> _x);
                            if (_isOK) then {
                                _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
                            };
                            _countr = _countr + 1;
                        } count _objWpnTypes;
                    };
                };    
                
                if (_object isKindOf "AllVehicles") then {
                    {
                        _selection = _x select 0;
                        _dam = _x select 1;
                        if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
                        [_object,_selection,_dam] call object_setFixServer;
                    } count _hitpoints;

                    _object setFuel _fuel;

                    if (!((typeOf _object) in dayz_allowedObjects)) then {
                        
                        //_object setvelocity [0,0,1];
                        _object call fnc_veh_ResetEH;        
                        
                        if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
                            _object setvehiclelock "locked";
                        };
                        
                        _totalvehicles = _totalvehicles + 1;

                        // total each vehicle
                        serverVehicleCounter set [count serverVehicleCounter,_type];
                    };
                };

                //Monitor the object
                PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
            };
        } forEach (_BuildingQueue + _objectQueue);
        // # END SPAWN OBJECTS #

        // preload server traders menu data into cache
        if !(DZE_ConfigTrader) then {
            {
                // get tids
                _traderData = call compile format["menu_%1;",_x];
                if(!isNil "_traderData") then {
                    {
                        _traderid = _x select 1;

                        _retrader = [];

                        _key = format["CHILD:399:%1:",_traderid];
                        _data = "HiveEXT" callExtension _key;

                        //diag_log "HIVE: Request sent";
                
                        //Process result
                        _result = call compile format ["%1",_data];
                        _status = _result select 0;
                
                        if (_status == "ObjectStreamStart") then {
                            _val = _result select 1;
                            //Stream Objects
                            //diag_log ("HIVE: Commence Menu Streaming...");
                            call compile format["ServerTcache_%1 = [];",_traderid];
                            for "_i" from 1 to _val do {
                                _data = "HiveEXT" callExtension _key;
                                _result = call compile format ["%1",_data];
                                call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
                                _retrader set [count _retrader,_result];
                            };
                            //diag_log ("HIVE: Streamed " + str(_val) + " objects");
                        };

                    } forEach (_traderData select 0);
                };
            } forEach serverTraders;
        };

        if (_hiveLoaded) then {
            //  spawn_vehicles
            _vehLimit = MaxVehicleLimit - _totalvehicles;
            if(_vehLimit > 0) then {
                diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
                for "_x" from 1 to _vehLimit do {
                    [] spawn spawn_vehicles;
                };
            } else {
                diag_log "HIVE: Vehicle Spawn limit reached!";
            };
        };
        
        //  spawn_roadblocks
        diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
        for "_x" from 1 to MaxDynamicDebris do {
            [] spawn spawn_roadblocks;
        };
        //  spawn_ammosupply at server start 1% of roadblocks
        diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
        for "_x" from 1 to MaxAmmoBoxes do {
            [] spawn spawn_ammosupply;
        };
        // call spawning mining veins
        diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
        for "_x" from 1 to MaxMineVeins do {
            [] spawn spawn_mineveins;
        };

        if(isnil "dayz_MapArea") then {
            dayz_MapArea = 10000;
        };
        if(isnil "HeliCrashArea") then {
            HeliCrashArea = dayz_MapArea / 2;
        };
        if(isnil "OldHeliCrash") then {
            OldHeliCrash = false;
        };

        // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
        if(OldHeliCrash) then {
            _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
        };
        if (isDedicated) then {
            // Epoch Events
            _id = [] spawn server_spawnEvents;
            // server cleanup
            [] spawn {
                private ["_id"];
                sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
                waitUntil {!isNil "server_spawnCleanAnimals"};
                _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
            };

            // spawn debug box
            _debugMarkerPosition = getMarkerPos "respawn_west";
            _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
            _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
            _vehicle_0 setPos _debugMarkerPosition;
            _vehicle_0 setVariable ["ObjectID","1",true];

            // max number of spawn markers
            if(isnil "spawnMarkerCount") then {
                spawnMarkerCount = 10;
            };
            actualSpawnMarkerCount = 0;
            // count valid spawn marker positions
            for "_i" from 0 to spawnMarkerCount do {
                if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
                    actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
                } else {
                    // exit since we did not find any further markers
                    _i = spawnMarkerCount + 99;
                };
                
            };
            diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
            
            endLoadingScreen;
        };

        ExecVM "\z\addons\dayz_server\WAI\init.sqf";
        [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
        allowConnection = true;    
        sm_done = true;
        publicVariable "sm_done";
    };

     

     

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