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Giggles

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Posts posted by Giggles

  1. This, starting since i added the .pbo into my @epochhive/addons

    2018/05/09, 15:23:45 Error in expression < ["CfgMainTable", _type, "tables"] call EPOCH_fnc_weightedArray;
    if !(_lootTable>
    2018/05/09, 15:23:45   Error position: <EPOCH_fnc_weightedArray;
    if !(_lootTable>
    2018/05/09, 15:23:45   Error Undefined variable in expression: epoch_fnc_weightedarray
    2018/05/09, 15:23:45 File epoch_server\compile\epoch_server\EPOCH_serverLootObject.sqf, line 33

    This now spamming the RPT

    2018/05/09, 15:30:31 Error in expression <ount (units _group) < _cnt} do {
    _group createUnit ['I_Soldier_EPOCH', _pos, [],>
    2018/05/09, 15:30:31   Error position: <createUnit ['I_Soldier_EPOCH', _pos, [],>
    2018/05/09, 15:30:31   Error Foreign error: Unknown enum value: "NO_COLLIDE"
    2018/05/09, 15:30:31 File sem\scripts\ai\fn_spawnAI.sqf [SEM_fnc_spawnAI], line 21

    MV-22 Spawned underwater on Tanoa, and the first time i tried it there was a filled yellow circle, dont remember what the mission name was. No one spawned there, the crate was empty and then i was blackscreened until i removed it, and it was spamming this

    2018/05/08, 17:00:24 Error in expression <ount (units _group) < _cnt} do {
    _group createUnit ['I_Soldier_EPOCH', _pos, [],>
    2018/05/08, 17:00:24   Error position: <createUnit ['I_Soldier_EPOCH', _pos, [],>
    2018/05/08, 17:00:24   Error Foreign error: Unknown enum value: "NO_COLLIDE"
    2018/05/08, 17:00:24 File sem\scripts\ai\fn_spawnAI.sqf [SEM_fnc_spawnAI], line 21

    Attempting to test it just now, like i said, MV-22 missions spawned underwater, the Comms center was full of people and without godmoding i wasnt able to complete it in time to test the crate.. Seems to somewhat working however so i might just go through and remove all the missions that are having problems.

  2. 22 hours ago, theduke said:

    Here is mine. Not sure if its any different, but it works on 3 servers.

    You might want to change the custom stuff in the init as well.

    And if it doesnt work, then it might be something in the installation. GL

    VehicleKeyChanger.sqf

      Reveal hidden contents

    /***********************************/     
    /* Vehicle Key Changer v1.4        */
    /* Written by OtterNas3            */
    /* January, 11, 2014               */
    /* Last update: 06/15/2014         */
    /***********************************/


    /* Setup the private variables */
    private ["_magazinesPlayer","_max","_j","_actionArray","_targetVehicle","_targetVehicleID","_targetVehicleUID","_playerKeys","_playerKeysDisplayName","_targetVehicleKeyName","_itemKeyName","_targetVehicleClassname","_targetVehiclePos","_targetVehicleDir","_Price","_claimingPrice","_timeout"];

    /* Remove the Action Menu entry */
    player removeAction s_player_copyToKey;
    s_player_copyToKey = 0;
    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = 0;

    /* Get the array and setup the variables */
    _actionArray = _this select 3;
    _targetVehicle = _actionArray select 0;
    _targetVehicleID = _targetVehicle getVariable ["ObjectID","0"];
    _targetVehicleUID = _targetVehicle getVariable ["ObjectUID","0"];
        

    /* Check if the Vehicle is in the Database, if false exit */
    if (_targetVehicleID == "0" && _targetVehicleUID == "0") exitWith {cutText ["Sorry but\nthis Vehicle does not support\nKeychange/Claiming!","PLAIN",0];s_player_copyToKey = -1;s_player_claimVehicle = -1;};

    /* Setup more variables */
    _playerKeys = _actionArray select 1;
    _playerKeysDisplayName = _actionArray select 3;
    _targetVehicleKeyName = _actionArray select 4;
    _itemKeyName = _actionArray select 5;
    _Price = _actionArray select 6;
    _claimingPrice = _actionArray select 7;
    _targetVehicleClassname = typeOf _targetVehicle;

    _targetVehiclePos = getPosATL _targetVehicle;
    _targetVehicleDir = getDir _targetVehicle;

    /* Just in case it is a just bought vehicle and does not yet have a ObjectUID variable set */
    if (_targetVehicleUID == "0") then {
        _targetVehicleUID = "";
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _targetVehicleUID = _targetVehicleUID + str(round(_x));
        } forEach _targetVehiclePos;
        _targetVehicleUID = _targetVehicleUID + str(round(_targetVehicleDir + time));
        _targetVehicle setVariable["ObjectUID",_targetVehicleUID,true];
    };
        
    /* Setup the Key Names list to select from */
    keyNameList = [];
    for "_i" from 0 to (count _playerKeysDisplayName) -1 do {
        keyNameList set [(count keyNameList), _playerKeysDisplayName select _i];
    };

    /* Setup the Key Numbers list to select from */
    keyNumberList = [];
    for "_i" from 0 to (count _playerKeys) -1 do {
        keyNumberList set [(count keyNumberList), _playerKeys select _i];
    };

    /* Resetting menu variables*/
    keyNameSelect = "";
    exitscript = true;
    snext = false;

    /* Creating the menu */
    copyMenu =
    {
        private ["_keyMenu","_keyArray"];
        _keyMenu = [["",true], ["Select the new Key:", [-1], "", -5, [["expression", ""]], "1", "0"]];
        for "_i" from (_this select 0) to (_this select 1) do
        {
            _keyArray = [format['%1', keyNameList select (_i)], [_i - (_this select 0) + 2], "", -5, [["expression", format ["keyNameSelect = keyNameList select %1; keyNumberSelect = keyNumberList select %1", _i]]], "1", "1"];
            _keyMenu set [_i + 2, _keyArray];
        };
        _keyMenu set [(_this select 1) + 2, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
        if (count keyNameList > (_this select 1)) then
        {
            _keyMenu set [(_this select 1) + 3, ["Next", [12], "", -5, [["expression", "snext = true;"]], "1", "1"]];
        } else {
            _keyMenu set [(_this select 1) + 3, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
        };
        _keyMenu set [(_this select 1) + 4, ["Exit", [13], "", -5, [["expression", "keyNameSelect = 'exitscript';"]], "1", "1"]];
        showCommandingMenu "#USER:_keyMenu";
    };

    /* Wait for the player to select a Key from the list */
    _j = 0;
    _max = 10;
    if (_max > 9) then {_max = 10;};
    while {keyNameSelect == ""} do {
        [_j, (_j + _max) min (count keyNameList)] call copyMenu;
        _j = _j + _max;
        waitUntil {keyNameSelect != "" || snext};
        snext = false;
    };

    /* Player selected a Key, lets make the Vehicle update call */
    if (keyNameSelect != "exitscript") then {
        
        /* Check again for the needed price or claiming price and remove em from the players inventory */
        _magazinesPlayer = magazines player;
        if (_Price != "0") then {
            /* Player still has the costs in hi inventory */
            if (_Price in _magazinesPlayer) then {
                [player, _Price, 1] call BIS_fnc_invRemove;
                systemChat (format["Keychange costs a %1, thanks for your Payment!", _Price]);
            
            /* Player doesn't have the costs anymore, tried to trick the system? */
            } else {
                systemChat (format["Keychange costs a %1, you had it and tried to trick the system - Keychange for this Vehicle disabled!", _Price]);
                
                /* This disables the Keychange ability for this vehicle JUST for this Player */
                /* However he can relog and try again but it is a little punishment for trying to trick it */
                _targetVehicle setVariable ["VKC_disabled", 1];
                s_player_copyToKey = -1;
                s_player_claimVehicle = -1;
                breakOut "exit";
            };
        };
        
        if (_claimingPrice != "0") then {
            /* Player still has the costs in hi inventory */
            if (_claimingPrice in _magazinesPlayer) then {
                [player, _claimingPrice, 1] call BIS_fnc_invRemove;
                systemChat (format["Claiming Vehicle costs a %1, thanks for your Payment!", _claimingPrice]);

            /* Player doesn't have the costs anymore, tried to trick the system? */
            } else {
                systemChat (format["Claiming Vehicle costs a %1, you had it and tried to trick the system - Claiming for this Vehicle disabled!", Price]);

                /* This disables the Claiming ability for this vehicle JUST for this Player */
                /* However he can relog and try again but it is a little punishment for trying to trick it */
                _targetVehicle setVariable ["VKC_claiming_disabled", 1];
                s_player_copyToKey = -1;
                s_player_claimVehicle = -1;
                breakOut "exit";
            };
        };
        
        /* We got the Money lets do our Job */
        /* Lock the vehicle */
        _targetVehicle setVehicleLock "LOCKED";
        
        /* The super duper OneForAllAnimation... */
        player playActionNow "Medic";
        
        /* Remove the Key from the Toolbelt of the player and put it in the Backpack - No Backpack and the Key gets lost */
        if (_itemKeyName != "0") then {
            if (!isNull (unitBackpack player)) then {
                [player, _itemKeyName, 1] call BIS_fnc_invRemove;
                (unitBackpack (vehicle player)) addWeaponCargoGlobal [_itemKeyName, 1];
                systemChat (format["%1 has been moved to your Backpack", _targetVehicleKeyName]);
            };
        };
        
        /* This calls the custom update function which we put it in server_updateObject.sqf */
        PVDZE_veh_Update = [_targetVehicle, "vehiclekey", player, _targetVehicleClassname, keyNumberSelect, keyNameSelect, _targetVehicleID, _targetVehicleUID]; 
        publicVariableServer "PVDZE_veh_Update"; 

        /* Wait for success or timeout */
        _timeout = 20;
        while {_timeout > 0 && isNil "PVDZE_vkc_Success"} do {
            if (_Price != "0") then {
                cutText["~~ Performing Keychange ~~\n~~ Please wait ~~","PLAIN",0.5];
            };
            if (_claimingPrice != "0") then {
                cutText["~~ Performing Claim ~~\n~~ Please wait ~~","PLAIN",0.5];
            };
            sleep 1;
            _timeout = _timeout - 1;
        };

        /* Inform the player about the success and tell him to check the Key */
        if (!isNil "PVDZE_vkc_Success") then {
            if (_Price != "0") then {
                cutText["~~ Vehicle Keychange - SUCCESS ~~","PLAIN",1];
                systemChat (format["Changed Vehicle Key to %1", keyNameSelect]);
                systemChat (format["Please check Vehicle function with %1 before you throw away %2!", keyNameSelect, _targetVehicleKeyName]);
            };
            if (_claimingPrice != "0") then {
                cutText["~~ Vehicle Claiming - SUCCESS ~~","PLAIN",1];
                systemChat (format["You claimed this Vehicle with: %1", keyNameSelect]);
            };
            PVDZE_vkc_Success = nil;
            
            /* This updates the Vehicle as it is now, position, gear, damage, fuel */
            /* Should prevent the "backporting" some dudes reported. */
            /* Just fyi i never had that but just in case... */
            [nil,nil,nil,_targetVehicle] execVM "\z\addons\dayz_code\actions\forcesave.sqf";
        
        /* Something went wrong, inform the player and refund the costs */
        } else {
            if (_Price != "0") then {
                cutText["~~ Vehicle Keychange - FAIL ~~","PLAIN",1];
                systemChat (format["Sorry something went wrong", keyNameSelect]);
                systemChat (format["Please try again. If it keeps failing, please contact a Admin!", keyNameSelect, _targetVehicleKeyName]);
                [player,_Price] call BIS_fnc_invAdd;
                systemChat (format["Refunded %1",_Price]);
            };
            if (_claimingPrice != "0") then {
                cutText["~~ Vehicle Claiming - FAIL ~~","PLAIN",1];
                systemChat ("Sorry something went wrong");
                systemChat ("Please try again. If it keeps failing, please contact a Admin!");
                [player,_claimingPrice] call BIS_fnc_invAdd;
                systemChat (format["Refunded %1",_claimingPrice]);
            };
        };
    };

    /* Reset the action menu variables for a new run */
    s_player_copyToKey = -1;
    s_player_claimVehicle = -1;

    /**************************************/
    /* That's it, hope you enjoy this Mod */
    /*                                    */
    /* Yours sincerly,                    */
    /* Otter                              */
    /**************************************/

    VehicleKeyChanger_init.sqf

      Reveal hidden contents

    /***********************************/     
    /* Vehicle Key Changer v1.4        */
    /* Written by OtterNas3            */
    /* January, 11, 2014               */
    /* Last update: 06/15/2014         */
    /***********************************/


    /////////////////////////////////////////////////
    /////////////////////////////////////////////////
    // Edit these settings to fit your needs/likes //
    /////////////////////////////////////////////////
    /////////////////////////////////////////////////
    /// Claim Vehicles that does not yet need Key ///
    ///////// 0 = Not allowed | 1 = Allowed /////////
    vkc_claiming = 1;
    /////////////////////////////////////////////////
    //////// Claim Vehicles costs this Item /////////
    /// Any Item can be used here, some examples: ///
    //// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
    ////// ItemSilverBar10oz, ItemGoldBar10oz, //////
    ///// ItemBriefcase20oz, ItemBriefcase100oz /////
    //////// set to "0" to disable the costs ////////
    vkc_claimingPrice = "ItemGoldBar10oz";
    /////////////////////////////////////////////////
    ////////// Change Key costs this Item// /////////
    ////////////// see above examples ///////////////
    //////// set to "0" to disable the costs ////////
    vkc_Price = "ItemSilverBar10oz";
    /////////////////////////////////////////////////
    /////// Need KeyKit to use this function ////////
    ////////// 0 = Not needed | 1 = Needed //////////
    vkc_needKeykit = 1;
    /////////////////////////////////////////////////
    /////////////////////////////////////////////////
    /////////////// DONT EDIT BELOW ! ///////////////
    /////////////////////////////////////////////////

    ON_fnc_vkcReset = {
        player removeAction s_player_claimVehicle;
        s_player_claimVehicle = -1;
        player removeAction s_player_copyToKey;
        s_player_copyToKey = -1;
        lastKeyChangeCursorTarget = [objNull,objNull];
        vkc_cTarget = objNull;
    };

    /* Wait for player full ingame so we can access the action-menu */
    waitUntil {!isNil "dayz_animalCheck"};

    /* Initial Reset */
    [] call ON_fnc_vkcReset;

    /* Start the loop check */
    while{true} do {
        sleep 3;

        if ((vehicle player) == player) then {
        
            if (speed player <= 1) then {

                if (!isNull cursorTarget) then {
                    _cursorTarget = cursorTarget;
                    
                    if ((_cursorTarget isKindOf "Motorcycle" || _cursorTarget isKindOf "Car" || _cursorTarget isKindOf "Air" || _cursorTarget isKindOf "Ship")) then {

                        if ((_cursorTarget distance player) <= 10) then {

                            if (!isEngineOn _cursorTarget) then {

                                vkc_carKey = _cursorTarget getVariable ["CharacterID","0"];

                                if (vkc_claiming == 1) then {
                                
                                    if (vkc_carKey == "0") then {

                                        if ((lastKeyChangeCursorTarget select 0) != _cursorTarget) then {
                                            player removeAction s_player_claimVehicle;
                                            s_player_claimVehicle = -1;
                                    
                                            lastKeyChangeCursorTarget set [0,_cursorTarget];
                                            vkc_cTarget = lastKeyChangeCursorTarget select 0;
                                        };

                                        if (vkc_cTarget getVariable ["VKC_claming_disabled", 0] == 0) then {
                                            vkc_magazinesPlayer = magazines player;
                                            vkc_itemsPlayer = items player;
                                        
                                            if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && ((vkc_claimingPrice == "0" || vkc_claimingPrice in vkc_magazinesPlayer))) then {
                                                vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                                vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                                if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                                    vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                                    vkc_temp_keys = [];
                                                    vkc_temp_keysDisplayName = [];
                                                    vkc_temp_keysDisplayNameParse = [];
                                                
                                                    {
        
                                                        if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                            vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                            vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                            vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                            vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                        };
                                                    } forEach vkc_itemsPlayer;

                                                    if ((count vkc_temp_keys) > 0) then {
        
                                                        if (s_player_claimVehicle < 0) then {
                                                            s_player_claimVehicle = player addAction [("<t color='#00FFFF'>" + ("Claim Vehicle") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget,vkc_temp_keys,"0",vkc_temp_keysDisplayName,"0","0","0", vkc_claimingPrice],-1002,false,false,"",""];
                                                        };
        
                                                    } else {

                                                        player removeAction s_player_claimVehicle;
                                                        s_player_claimVehicle = -1;
                                                    };

                                                } else {

                                                    player removeAction s_player_claimVehicle;
                                                    s_player_claimVehicle = -1;
                                                };

                                            } else {

                                                player removeAction s_player_claimVehicle;
                                                s_player_claimVehicle = -1;
                                            };

                                        } else {

                                            player removeAction s_player_claimVehicle;
                                            s_player_claimVehicle = -1;
                                        };

                                    } else {

                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                    };

                                } else {

                                    player removeAction s_player_claimVehicle;
                                    s_player_claimVehicle = -1;
                                };

                                if (vkc_carKey != "0") then {

                                    if ((lastKeyChangeCursorTarget select 1) != _cursorTarget) then {
                                        player removeAction s_player_copyToKey;
                                        s_player_copyToKey = -1;

                                        lastKeyChangeCursorTarget set [1,_cursorTarget];
                                        vkc_cTarget = lastKeyChangeCursorTarget select 1;
                                    };

                                    if (vkc_cTarget getVariable ["VKC_disabled",0] == 0) then {

                                        vkc_magazinesPlayer = magazines player;
                                        vkc_itemsPlayer = items player;

                                        if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && (vkc_Price == "0" || vkc_Price in vkc_magazinesPlayer)) then {

                                            vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                            vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                            if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                    
                                                vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                                vkc_temp_keys = [];
                                                vkc_temp_keysDisplayName = [];
                                                vkc_temp_keysDisplayNameParse = [];
                                                vkc_temp_keysParse = [];

                                                {

                                                    if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                        vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                        vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                        vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                        vkc_temp_keysDisplayNameParse set [vkc_ownerKeyId,vkc_keyName];
                                                        vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                        vkc_temp_keysParse set [vkc_ownerKeyId, _x];
                                                    };
                                                } forEach vkc_itemsPlayer;

                                                vkc_hasKey = vkc_carKey in vkc_temp_keys;

                                                if (vkc_hasKey && (count vkc_temp_keys) > 1) then {
                                                    vkc_carKeyName = (vkc_temp_keysDisplayNameParse select (parseNumber vkc_carKey));
                                                    vkc_targetVehicleKey = (vkc_temp_keysParse select (parseNumber vkc_carKey));
                                                    vkc_temp_keys = vkc_temp_keys - [vkc_carKey];
                                                    vkc_temp_keysDisplayName = vkc_temp_keysDisplayName - [vkc_carKeyName];

                                                    if (s_player_copyToKey < 0) then {
                                                        s_player_copyToKey = player addAction [("<t color=""#0000FF"">" + ("Change Vehicle Key") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget, vkc_temp_keys, vkc_carKey, vkc_temp_keysDisplayName, vkc_carKeyName, vkc_targetVehicleKey, vkc_Price, "0"],-1002,false,false,"",""];
                                                    };

                                                } else {
                                            
                                                    player removeAction s_player_copyToKey;
                                                    s_player_copyToKey = -1;
                                                };

                                            } else {
                                            
                                                player removeAction s_player_copyToKey;
                                                s_player_copyToKey = -1;
                                            };

                                        } else {
                                        
                                            player removeAction s_player_copyToKey;
                                            s_player_copyToKey = -1;
                                        };
                                
                                    } else {
                                        
                                        player removeAction s_player_copyToKey;
                                        s_player_copyToKey = -1;
                                    };

                                } else {
                                        
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;
                                };

                            } else {
                                
                                [] call ON_fnc_vkcReset;
                            };

                        } else {

                            [] call ON_fnc_vkcReset;
                        };

                    } else {

                        [] call ON_fnc_vkcReset;
                    };

                } else {

                    [] call ON_fnc_vkcReset;
                };

            } else {

                [] call ON_fnc_vkcReset;
            };

        } else {

            [] call ON_fnc_vkcReset;
        };

    };

     

    This isnt the one working with Zupas coin system is it? If its not ill just set all costs to 0, no biggy.. I havent tried it yet but will here soon, thank you for your help and quick responses :)

  3. On 8/14/2015 at 11:46 AM, colklutz88 said:

    I have BEC installed with the UEP installer tool, had no issues with it before, but now for some reason I absolutely cannot get the scheduler to work.  It is enabled in the config file, and BEC connects to the server just fine, but it will not schedule the messages or commands.

     

    I use firedaemon to run the server and BEC as processes, so they automatically start just fine, but like I said, the scheduler doesn't work.  The only reason I want it is for the restart warning messages.  I can set firedaemon to automatically restart the server, but without warning messages it is inconvenient for players.  Anyone have any configs that work for sure?  Or a scheduler that works?  

     

    I get the error stating that it couldn't check for a BEC update, could that possibly be the cause of it not scheduling commands?  I find that doubtful since it seems to work for other people even to this day.  So I am more leaning to my scheduler being coded wrong, or a typo. 

     

    Thanks in advance.

     

    ***Edit:  I fixed it, nevermind.***

    Has anyone found the fix for this? This guy claims to have fixed it but mine keeps saying that it cant connect to battleeye server after i edited hosts file.. then shuts itself down.

  4. On 1/28/2016 at 9:24 AM, Petite said:

    Well, I can see many person having trouble to make it working so I decided to make this little tutorial because there is clearly a lack of good information here, even if this script is 2 year old not a reason.

    I have no problem at all with it. No rollback or vehicles, dupe...... Its working with Zupa's coins.  its working 100% like it should.


    1- If you don't have a ''custom'' folder in your MPmission create one.

    2- In the custom, create a folder and call it;

          VehicleKeyChanger

    3- Create 2 files in VehicleKeyChanger and add the following in it.

    a) VehicleKeyChanger.sqf 

    http://pastebin.com/qzzm6Nds

    b) VehicleKeyChanger_init.sqf

    http://pastebin.com/MvpVS19n

    4- In your MPmission Init.sqf put this line

    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";


    Before the closing bracket (looks like that)

    if (!isDedicated) then {
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";  ///////////// HERE

    };


    5- In your dayz_server.pbo  open your compile   then server_updateObject.sqf

    a) Right after      _object_repair = {

    Add this;

    http://pastebin.com/UNH0kmNg


    b) And at the end  look for;
     
    case "repair": {
            call _object_damage;
        };

    make it so its looks like that;

        case "repair": {
            call _object_damage;
        };

        case "vehiclekey": {
            _activatingPlayer = _this select 2;
            _vehicleClassname = _this select 3;
            _toKey = _this select 4;
            _toKeyName = _this select 5;
            _vehicle_ID = _this select 6;
            _vehicle_UID = _this select 7;
            [_activatingPlayer, _vehicleClassname, _toKey, _toKeyName, _vehicle_ID, _vehicle_UID] call _object_vehicleKey;;

    };    
    };


    Thats it you are done. Its working without any problem if you just do EXACTLY what I said.

    If its not working for you well too bad, this is simple to do and works. I ain't gonna help for it more than I just did.

    I hope it help some of you.

    Well, this is basically a last resort, ive been working on this for a few hours now.

    My problem is that this isnt working for me at all, lol.

     

    Ive followed the above intructions (the post i quoted) and I had the option to change vehicle key, when I selected it, it would notify me key blah was moved to backpack and then the vehicle became locked and i couldnt access it unless i pulled the key back out, i check the rpt and all it shows each time i try is "No owner" ive tried turning claiming on and off, same issue. I just restarted the server and went back in, now i dont even have the option. Im running Overpoch on the latest versions put out on a windows 10 PC. Im using DZAI, AdminTools, SingleCurrency and walkingZombies. I hope this thread hasnt died off to no help, and anything is much appreciated.

    Spoiler

    =====================================================================
    == C:\Users\Garre\Desktop\Server\arma2oaserver.exe
    == "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
    =====================================================================
    Exe timestamp: 2016/05/25 10:09:40
    Current time:  2016/05/27 22:24:15

    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/
    22:24:28 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
    22:24:29 Connected to Steam servers
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:41 Server error: Player without identity Giggles (id 1882689653)
    22:26:42 Server error: Player without identity Giggles (id 1882689653)
    22:26:42 Server error: Player without identity Giggles (id 1882689653)
    22:26:48 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    22:26:57 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    22:26:57 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    22:27:06 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
    22:27:06 "DayZ Epoch: MPframework inited"
    22:27:10 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:10 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    22:27:40 "Admin Tools: config.sqf loaded"
    22:27:40 "Admin Tools: variables.sqf loaded"
    22:27:40 "Res3tting B!S effects..."
    22:27:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    22:27:44 "HIVE: Starting"
    22:27:44 "HIVE: trying to get objects"
    22:27:44 "HIVE: found 356 objects"
    22:27:44 "HIVE: Commence Object Streaming..."
    22:27:44 "HIVE: got 0 Epoch Objects and 356 Vehicles"
    22:27:46 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    22:27:46 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    22:27:46 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    22:27:46 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    22:27:52 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    22:27:52 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    22:27:52 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    22:27:52 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    22:27:52 : Invalid parent bone 'osa_kapota' for 'kapota'
    22:27:52 : Invalid parent bone 'osa_kufr' for 'kufr'
    22:27:52 "HIVE: Vehicle Spawn limit reached!"
    22:27:52 "HIVE: Spawning # of Debris: 300"
    22:27:52 "HIVE: Spawning # of Ammo Boxes: 3"
    22:27:52 "HIVE: Spawning # of Veins: 50"
    22:27:52 "Total Number of spawn locations 5"
    22:27:52 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
    22:27:52 "[DZAI] Reading DZAI configuration file."
    22:27:52 "[DZAI] DZAI configuration file loaded."
    22:27:52 "[DZAI] Compiling DZAI functions."
    22:27:57 "[DZAI] DZAI functions compiled."
    22:27:57 "[DZAI] Epoch classnames loaded."
    22:27:57 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
    22:27:57 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
    22:27:57 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
    22:27:57 "[DZAI] DZAI loading completed in 4.97099 seconds."
    22:27:58 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
    22:28:15 "EPOCH EVENTS INIT"
    22:28:18 "DEBUG VEIN: Too many objects at [5161.43,9131.76]"
    22:28:21 "[AGN] Starting Trader City Safezone Commander!"
    22:28:21 "Error: Attempting to start AGN products on a server where it should not be!"
    22:28:22 "TIME SYNC: Local Time set to [2013,8,3,15,28]"
    22:28:33 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
    22:28:46 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
    22:29:00 "DELETE: Giggles Deleted by ID: 409"
    22:29:03 "[DZAI] Verified 194 unique classnames in 14.851 seconds."
    22:29:03 "Chernarus spawn areas loaded."
    22:29:04 "Chernarus static spawn configuration loaded."
    22:29:13 "DELETE: Giggles Deleted by ID: 410"
    22:29:32 No owner
    22:29:35 "PUBLISH: Attempt 2b743200# 1056052: arrow_down_large_ep1.p3d REMOTE"
    22:29:35 "HIVE: WRITE: "CHILD:308:11:car_sedan:0:6011:[182,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640260:""
    22:29:36 "HIVE: WRITE: "CHILD:388:62930780640260:""
    22:29:36 "CUSTOM: Selected "411""
    22:29:36 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought car_sedan with ID "62930780640260""
    22:29:47 "PUBLISH: Attempt 2aed8f00# 1056054: arrow_down_large_ep1.p3d REMOTE"
    22:29:47 "HIVE: WRITE: "CHILD:308:11:CVPI_TrooperSL_Patrol:0:6140:[132,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640223:""
    22:29:48 "HIVE: WRITE: "CHILD:388:62930780640223:""
    22:29:48 "CUSTOM: Selected "412""
    22:29:48 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    22:29:48 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    22:29:48 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    22:29:48 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    22:29:48 : Invalid parent bone 'osa_kapota' for 'kapota'
    22:29:48 : Invalid parent bone 'osa_kufr' for 'kufr'
    22:29:48 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought CVPI_TrooperSL_Patrol with ID "62930780640223""
    22:30:00 "RUNNING EVENT: crash_spawner on [2016,5,27,15,30]"

    Above is the most recent RPT log  where the option wasnt showing at all

    Spoiler

    =====================================================================
    == C:\Users\Garre\Desktop\Server\arma2oaserver.exe
    == "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
    =====================================================================
    Exe timestamp: 2016/05/25 10:09:40
    Current time:  2016/05/27 18:38:59

    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/
    18:39:12 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
    18:39:13 Connected to Steam servers
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:25 Server error: Player without identity Giggles (id 1131598308)
    18:39:32 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    18:39:41 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
    18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
    18:39:41 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
    18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
    18:39:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
    18:39:50 "DayZ Epoch: MPframework inited"
    18:39:54 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:39:54 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    18:40:23 "Admin Tools: config.sqf loaded"
    18:40:23 "Admin Tools: variables.sqf loaded"
    18:40:23 "Res3tting B!S effects..."
    18:40:23 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
    18:40:27 "HIVE: Starting"
    18:40:27 "HIVE: trying to get objects"
    18:40:27 "HIVE: found 356 objects"
    18:40:27 "HIVE: Commence Object Streaming..."
    18:40:27 "HIVE: got 0 Epoch Objects and 356 Vehicles"
    18:40:29 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    18:40:29 UH1Y_DZE: ObsGun - unknown animation source ObsGun
    18:40:30 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    18:40:30 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
    18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
    18:40:35 : Invalid parent bone 'osa_door_r1' for 'door_r1'
    18:40:35 : Invalid parent bone 'osa_door_r2' for 'door_r2'
    18:40:35 : Invalid parent bone 'osa_door_l1' for 'door_l1'
    18:40:35 : Invalid parent bone 'osa_door_l2' for 'door_l2'
    18:40:35 : Invalid parent bone 'osa_kapota' for 'kapota'
    18:40:35 : Invalid parent bone 'osa_kufr' for 'kufr'
    18:40:35 "HIVE: Vehicle Spawn limit reached!"
    18:40:35 "HIVE: Spawning # of Debris: 300"
    18:40:35 "HIVE: Spawning # of Ammo Boxes: 3"
    18:40:35 "HIVE: Spawning # of Veins: 50"
    18:40:35 "Total Number of spawn locations 5"
    18:40:35 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
    18:40:35 "[DZAI] Reading DZAI configuration file."
    18:40:35 "[DZAI] DZAI configuration file loaded."
    18:40:35 "[DZAI] Compiling DZAI functions."
    18:40:38 "[DZAI] DZAI functions compiled."
    18:40:38 "[DZAI] Epoch classnames loaded."
    18:40:38 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
    18:40:38 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
    18:40:38 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
    18:40:38 "[DZAI] DZAI loading completed in 2.7 seconds."
    18:40:38 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
    18:40:43 "EPOCH EVENTS INIT"
    18:40:47 "DEBUG VEIN: Too many objects at [5332.74,8271.84]"
    18:40:48 "DEBUG VEIN: Too many objects at [3913.29,9799.81]"
    18:40:50 Server: Object 3:8 not found (message 70)
    18:40:50 "TIME SYNC: Local Time set to [2013,8,3,15,40]"
    18:40:51 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
    18:40:52 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
    18:40:59 "[AGN] Starting Trader City Safezone Commander!"
    18:40:59 "Error: Attempting to start AGN products on a server where it should not be!"
    18:41:53 "[DZAI] Verified 194 unique classnames in 21.886 seconds."
    18:41:53 "Chernarus spawn areas loaded."
    18:41:54 "Chernarus static spawn configuration loaded."
    18:42:20 No owner
    18:43:51 Server: Object 3:81 not found (message 91)
    18:44:01 Server: Object 3:85 not found (message 70)
    18:44:05 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
    18:44:06 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:10 No owner
    18:44:34 "PDEATH: Player Died 76561198136794496"
    18:44:44 "get: STRING (76561198136794496), sent: STRING (76561198136794496)"
    18:44:44 "DISCONNECT: Giggles (76561198136794496) Object: B 1-1-C:1 (Giggles) REMOTE, _characterID: 30 at loc [-7239.67,19539.3,0.245972]"
    18:44:44 "ERROR: server_playerSync: Cannot Sync Player Giggles [30]. Position in debug! [-7239.67,19539.3,0.245972]"

    and that one is the most recent where it was showing but wasnt working.

    Any help is much appreciated, Thank You :)

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