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Dusty459

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Posts posted by Dusty459

  1. if(isServer) then {
    
    	/* GENERAL CONFIG */
    
    		debug_mode					= false;		// enable debug
    		use_blacklist				= true;			// use blacklist
    		blacklist					= [
    			[[0,16000,0],[1000,-0,0]],				// Left
    			[[0,16000,0],[16000.0,14580.3,0]]		// Top
    		];
    
    	/* END GENERAL CONFIG */
    
    	/* AI CONFIG */
    
    		ai_clear_body 				= false;		// instantly clear bodies
    		ai_clean_dead 				= true;			// clear bodies after certain amount of time
    		ai_cleanup_time 			= 7200;			// time to clear bodies in seconds
    		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
    		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying
    
    		ai_bandit_combatmode		= "RED";		// combatmode of bandit AI
    		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI
    
    		ai_hero_combatmode			= "RED";		// combatmode of hero AI
    		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI
    
    		ai_friendly_behaviour		= false;		// make ai friendly towards comrades
    
    		player_bandit				= -5000;		// this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
    		player_hero					= 5000;			// this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true
    
    		ai_share_info				= true;			// AI share info on player position
    		ai_share_distance			= 300;			// distance from killed AI for AI to share your rough position
    
    		ai_kills_gain				= true;			// add kill to bandit/human kill score
    		ai_humanity_gain			= true;			// gain humanity for killing AI
    		ai_add_humanity				= 50;			// amount of humanity gained for killing a bandit AI
    		ai_remove_humanity			= 50;			// amount of humanity lost for killing a hero AI
    		ai_special_humanity			= 150;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
    		
    		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
    		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
    		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
    		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
    		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
    
    		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
    		ai_static_weapons			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];	// static guns
    
    		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
    		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
    
    		ai_gear0					= [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]];
    		ai_gear1					= [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]];
    		ai_gear2					= [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]];
    		ai_gear3					= [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]];
    		ai_gear4					= [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]];
    		ai_gear_random				= [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4];	// Allows the possibility of random gear
    
    		ai_wep_assault				= ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"];	// Assault
    		ai_wep_machine				= ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"];	// Light machine guns
    		ai_wep_sniper				= ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"];	// Sniper rifles
    		ai_wep_random				= [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];	// random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
    		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
    		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
    		
    		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
    		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
    		ai_special_skin				= ["Functionary1_EP1_DZ"];
    		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];
    
    		ai_add_skin					= true;			// adds unit skin to inventory on death
    		
    		/* AI Cache Units */
    		ai_cache_units			= false;
    		/**Range for Re-Activation*************/
    		/****** Default: 800 ******************/
    		ai_cache_units_reactivation_range = 800;
    		/**Time untill units are Frozen again**/
    		/************* Default: 30 ************/
    		ai_cache_units_refreeze = 30;
    		/****** Log Actions to RPT File? ******/
    		/*********** Default: true ************/
    		ai_cache_units_freeze_log = true;
    		/******** Unassign Waypoints?  ********/
    		/*********** Default: false ***********/
    		ai_cache_units_unassign_waypoints = false;
    		/******** Randomize Position?  ********/
    		/******** Distance to Randomize *******/
    		/*********** Default: true ************/
    		/*********** Distance: 20 *************/
    		ai_cache_units_randomize_position = true;
    		ai_cache_units_randomize_distance = 20;
    		/********** Hide un-used AI?  *********/
    		/*********** Default: true ************/
    		ai_cache_unites_hide_ai = true;
    		/* AI Cache Units End */
    		
    	/* END AI CONFIG */
    
    	/* WAI MISSIONS CONFIG */
    		wai_mission_system			= true;	// use built in mission system
    
    		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
    		wai_avoid_missions			= 750;								// avoid spawning missions this close to other missions, these are defined in wai_mission_markers
    		wai_avoid_traders			= 750;								// avoid spawning missions this close to traders
    		wai_avoid_town				= 0;								// avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
    		wai_avoid_road				= 0;								// avoid spawning missions this close to roads
    		wai_avoid_water				= 50;								// avoid spawning missions this close to water
    
    		
    		wai_mission_timer			= [30,900];							// time between missions 5-15 minutes
    		wai_mission_timeout			= [900,1800]; 						// time each missions takes to despawn if inactive 15-30 minutes
    		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
    		
    		wai_clean_mission			= true;								// clean all mission buildings after a certain period
    		wai_clean_mission_time		= 1800;								// time after a mission is complete to clean mission buildings
    
    		wai_mission_fuel			= [5,60];							// fuel inside mission spawned vehicles [min%,max%]
    		wai_vehicle_damage			= [20,70];							// damages to spawn vehicles with [min%,max%]
    		wai_keep_vehicles			= true;								// save vehicles to database and keep them after restart
    		wai_linux_server			= false;							// false = Windows (HiveExt.dll)		true = Linux Server (writer.pl)		has no effect when "wai_keep_vehicles = false;"
    		wai_lock_vehicles			= true;								// lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true
    
    		wai_crates_smoke			= true;								// pop smoke on crate when mission is finished during daytime
    		wai_crates_flares			= true;								// pop flare on crate when mission is finished during nighttime
    		
    		wai_players_online			= 1; 								// number of players online before mission starts
    		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
    		
    		wai_kill_percent			= 30;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion
    
    		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    		wai_high_value_chance		= 1;								// chance in percent you find above mentioned item
    
    		wai_enable_minefield		= true;								// enable minefields to better defend missions
    		wai_use_launchers			= true;								// add a rocket launcher to each spawned AI group
    		wai_remove_launcher			= true;								// remove rocket launcher from AI on death
    
    		// Missions
    		wai_radio_announce			= true;								// Setting this to true will announce the missions to those that hold a radio only
    		wai_hero_limit				= 1;								// define how many hero missions can run at once
    		wai_bandit_limit			= 1;								// define how many bandit missions can run at once
    
    		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    										["patrol",10],
    										["black_hawk_crash",11],
    										["armed_vehicle",11],
    										["bandit_base",7],
    										["captured_mv22",6],
    										["ikea_convoy",7],
    										["destroyed_ural",10],
    										["disabled_milchopper",9],
    										["mayors_mansion",9],
    										["weapon_cache",10],
    										["bandit_patrol",10]
    									];
    		wai_bandit_missions			= [
    										["patrol",10],
    										["armed_vehicle",10],
    										["black_hawk_crash",10],
    										["captured_mv22",6],
    										["broken_down_ural",12],
    										["hero_base",6],
    										["ikea_convoy",8],
    										["medi_camp",14],
    										["presidents_mansion",6],
    										["sniper_extraction",8],
    										["weapon_cache",10]
    									];
    		
    		// Vehicle arrays
    		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
    		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
    		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
    		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
    		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
    		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
    		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
    
    		// Dynamic box array
    		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
    		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
    		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
    
    		crate_weapons_buildables	= ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
    		
    		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
    		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
    
    		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
    		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
    		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
    		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
    		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
    		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];
    
    		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
    
    		crate_random				= [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
    
    	/* END WAI MISSIONS CONFIG */
    
    	/* STATIC MISSIONS CONFIG */
    
    		static_missions				= false;		// use static mission file
    		custom_per_world			= false;		// use a custom mission file per world
    
    	/* END STATIC MISSIONS CONFIG */
    
    	WAIconfigloaded = true;
    
    };

    i had to reinstall wai as skarlisty was spawning just no ai   

  2. 12:38:52 Error in expression <,
    ["bandit_patrol",5],
    ["gem_tower",3],
                        >
    12:38:52   Error position: <                    >
    12:38:52   Error Invalid number in expression
    12:38:52 File z\addons\dayz_server\WAI\config.sqf, line 134
    12:38:52 Error in expression <,
    ["bandit_patrol",5],
    ["gem_tower",3],
                        >
    12:38:52   Error position: <                    >
    12:38:52   Error Invalid number in expression
    12:38:52 File z\addons\dayz_server\WAI\config.sqf, line 134

    Getting this in  the RPT

  3. Right on my Private Dayz server I'm running

    Right I am Running

    Single Currency & Storage v3.0 - https://github.com/EpochSC/SingleCurrencyStorage
    Enhanced Spawn Selection v2.0 - https://github.com/ebaydayz/ESSV2
    Advanced Trading - https://github.com/DevZupa/AdvancedTrading
    DayZ Group Management - https://github.com/ebaydayz/DZGM
    Wicked AI v2.2.0 - https://github.com/f3cuk/WICKED-AI
    DayZ Mission System v1.1 - https://github.com/SMVampire/DZMS-DayZMissionSystem
    DayZ AI v2.2.1 - https://github.com/SnarkIndustries/DZAI
    Safe Zone Commander - https://github.com/ADK-DAYZMOD-EPOCH...Zone-Commander
    Zombie Free Bases - http://epochmod.com/forum/topic/616-zombie-free-bases/
    LOGISTIC - TOW / LIFT - http://epochmod.com/forum/topic/1493...stic-tow-lift/
    Dance Around the Camp Fire - http://opendayz.net/threads/dancing-script.10042/
    Snap Building Pro v1.4.1 - https://github.com/raymix/SnapPro
    Snap Pro Build Vectors - https://github.com/strikerforce/SnapPro-BuildVectors
    Deployable Bike - https://github.com/mudzereli/DayZEpochDeployableBike
    Recover Skin - http://epochmod.com/forum/topic/1415...players-or-ai/
    Service Points SC - https://github.com/EpochSC/ServicePointSC
    Custom Debug Monitor - http://epochmod.com/forum/topic/973-...#comment-17840

    Infistar

     

    I just need Door management  and Plot management or plot 4 life installed but everytime I install Either of them I get no RPT errors but Advanced trading and couple of others stop working I don't know why this is  anyone able to help me

  4. having a few errors

    14:59:15 Error in expression <per_extraction",8],
    ["weapon_cache",10]
    ["gem_tower",5],
    ["cannibal_cave",5],
    [">
    14:59:15   Error position: <["gem_tower",5],
    ["cannibal_cave",5],
    [">
    14:59:15   Error Missing ]
    14:59:15 File z\addons\dayz_server\WAI\config.sqf, line 145
    14:59:15 Error in expression <per_extraction",8],
    ["weapon_cache",10]
    ["gem_tower",5],
    ["cannibal_cave",5],
    [">
    14:59:15   Error position: <["gem_tower",5],
    ["cannibal_cave",5],
    [">
    14:59:15   Error Missing ]
    14:59:15 File z\addons\dayz_server\WAI\config.sqf, line 145

    my missions in in the config.sqf

    										["black_hawk_crash",12],
    										["armed_vehicle",13],
    										["bandit_base",8],
    										["captured_mv22",8],
    										["ikea_convoy",8],
    										["destroyed_ural",18],
    										["disabled_milchopper",10],
    										["mayors_mansion",10],
    										["weapon_cache",13],
                                            ["gem_tower",5],
                                            ["cannibal_cave",5],
                                            ["crop_raider",5],
                                            ["drone_pilot",5], 
                                            ["slaughter_house",5],
                                            ["drugbust",5],
                                            ["armybase",5],
                                            ["abandoned_trader",5],
                                            ["lumberjack",5],
                                            ["tankcolumn",5],
                                            ["macdonald",5],
                                            ["radioshack",5],
                                            ["junkyard",5]
    									];
    		wai_bandit_missions			= [
    										["armed_vehicle",12],
    										["black_hawk_crash",14],
    										["captured_mv22",6],
    										["broken_down_ural",14],
    										["hero_base",6],
    										["ikea_convoy",8],
    										["medi_camp",16],
    										["presidents_mansion",6],
    										["sniper_extraction",8],
    										["weapon_cache",10]
                                            ["gem_tower",5],
                                            ["cannibal_cave",5],
                                            ["crop_raider",5],
                                            ["drone_pilot",5], 
                                            ["slaughter_house",5],
                                            ["drugbust",5],
                                            ["armybase",5],
                                            ["abandoned_trader",5],
                                            ["lumberjack",5],
                                            ["tankcolumn",5],
                                            ["macdonald",5],
                                            ["radioshack",5],
                                            ["junkyard",5]

    ( there in line just when I pasted they end up like this

     

  5. Yes  its in the right Spot

    #include "ZSC\config\cfgServerTrader.hpp"
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Overpoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Overpoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    
    //Edit for custom loot
    #include "custom\loot\CfgBuildingLoot.hpp"
    #include "custom\loot\CfgLootSmall.hpp"
    #include "custom\loot\CfgLoot.hpp"
    
    briefing = 0;
    debriefing = 0;
    
    onPauseScript = "";
    loadScreen = "custom\Loading.jpg";
    
    class Header
    {
     gameType = COOP;            //DM, Team, Coop, ...
     minPlayers = 1;             //min # of players the mission supports
     maxPlayers = 100;            //Max # of players the mission supports
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    class RscText
    {
    	type = 0;
    	idc = -1;
    	x = 0;
    	y = 0;
    	h = 0.037;
    	w = 0.3;
    	style = 0x100; 
    	font = Zeppelin32;
    	SizeEx = 0.03921;
    	colorText[] = {1,1,1,1};
    	colorBackground[] = {0, 0, 0, 0};
    	linespacing = 1;
    };
    class RscPicture
    {
    	access=0;
    	type=0;
    	idc=-1;
    	style=48;
    	colorBackground[]={0,0,0,0};
    	colorText[]={1,1,1,1};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    };
    class RscLoadingText : RscText
    {
    	style = 2;
    	x = 0.323532;
    	y = 0.666672;
    	w = 0.352944;
    	h = 0.039216;
    	sizeEx = 0.03921;
    	colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    	x = 0.344;
    	y = 0.619;
    	w = 0.313726;
    	h = 0.0261438;
    	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    	colorFrame[] = {0,0,0,0};
    	colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    	idc = -1;
    	type = 45;
    	style = 0;
    	x = 0.022059;
    	y = 0.911772;
    	w = 0.029412;
    	h = 0.039216;
    	texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    //
    // the loading screen itself
    //
    class DayZ_loadingScreen
    { 
    	idd = -1;
    	duration = 10e10;
    	fadein = 0;
    	fadeout = 0;
    	name = "loading screen";
    	class controlsBackground
    	{
    		class blackBG : RscText
    		{
    			x = safezoneX;
    			y = safezoneY;
    			w = safezoneW;
    			h = safezoneH;
    			text = "";
    			colorText[] = {0,0,0,0};
    			colorBackground[] = {0,0,0,1};
    		};
    		/*
    		class nicePic : RscPicture
    		{
    			style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    			x = safezoneX + safezoneW/2 - 0.25;
    			y = safezoneY + safezoneH/2 - 0.2;
    			w = 0.5;
    			h = 0.4;
    			text = "img\nicePic.paa";
    		};
    		*/
    	};
    	class controls
    	{
    		class Title1 : RscLoadingText
    		{
    			text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    		};
    		class CA_Progress : RscProgress // progress bar, has to have idc 104
    		{
    			idc = 104;
    			type = 8; // CT_PROGRESS
    			style = 0; // ST_SINGLE
    			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    		};
    		class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    		{
    			idc = 103;
    		};
    		class Name2: RscText // the text on the top-left
    		{
    			idc = 101;
    			x = 0.05;
    			y = 0.029412;
    			w = 0.9;
    			h = 0.04902;
    			text = "";
    			sizeEx = 0.05;
    			colorText[] = {0.543,0.5742,0.4102,1.0};
    		};
    	};
    };
    
    #include "dzgm\defines.hpp"
    
    class RscTitles
    {
        #include "ZSC\config\ZSChud.hpp"
        #include "dzgm\icons.hpp"
    };
    
    class CfgSounds
    {
        sounds[] =
        {
        fox
        };
        class fox
        {
        name="fox";
        sound[]={custom\fox.ogg,0.9,1};
        titles[] = {};
        };
    };
    
    #include "custom\snap_pro\snappoints.hpp"  //Snap Build Pro
    #include "custom\extra_rc.hpp"
    #include "dzgm\groupManagement.hpp"
    #include "ZSC\config\ZSCdefines.hpp"
    #include "ZSC\config\ZSCdialogs.hpp"
    #include "zupa\advancedTrading\advancedTrading.hpp"
    #include "spawn\class.hpp"
    #include "spawn\spawn.hpp"
    #include "plotManagement\defines.hpp"
    #include "plotManagement\plotManagement.hpp"

    https://github.com/noxsicarius/PlotManagement that's what I'm using with plot for life

  6. Exe timestamp: 2016/11/15 00:46:28
    Current time:  2016/11/15 22:33:52
    
    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/
    22:34:00 Initializing Steam server - Game Port: 2300, Steam Query Port: 2301
    22:34:02 Connected to Steam servers
    ErrorMessage: Include file mpmissions\DayZ_Overpoch_1.Chernarus\plotManagement\defines.hpp not found.

     

  7. where am I going wrong I keep getting

    class Category_662 {
    	class ItemSandbag {
    		type = "trade_items";
    		buy[] ={4000,"Coins"};
    		sell[] ={2000,"Coins"};
    	};
    	class ItemTankTrap {
    		type = "trade_items";
    		buy[] ={600,"Coins"};
    		sell[] ={150,"Coins"};
    	};
    	class ItemTentOld {
    		type = "trade_items";
    		buy[] ={1200,"Coins"};
    		sell[] ={600,"Coins"};
    	};
    	class ItemWire {
    		type = "trade_items";
    		buy[] ={180,"Coins"};
    		sell[] ={90,"Coins"};
    	};
    	class 30m_plot_kit {
    		type = "trade_items";
    		buy[] ={60000,"Coins"};
    		sell[] ={40000,"Coins"};
    	};
    	class ItemVault {
    		type = "trade_items";
    		buy[] ={100000,"Coins"};
    		sell[] ={100000,"Coins"};
    	};
    	class ItemTentDomed {
    		type = "trade_items";
    		buy[] ={2000,"Coins"};
    		sell[] ={1000,"Coins"};
    	};
    	class ItemTentDomed2 {
    		type = "trade_items";
    		buy[] ={2000,"Coins"};
    		sell[] ={1000,"Coins"};
    	};
    	class ItemLightBulb {
    		type = "trade_items";
    		buy[] ={600,"Coins"};
    		sell[] ={300,"Coins"};
    	};
    	class ItemGenerator {
    		type = "trade_items";
    		buy[] ={6000,"Coins"};
    		sell[] ={3000,"Coins"};
            };
        class ItemComboLock {
    		type = "trade_items";
    		buy[] ={10000,"Coins"};
    		sell[] ={5000,"Coins"};
    	};
          class ItemLockbox {
    	    type = "trade_items";
    		buy[] ={40000,"Coins"};
    		sell[] ={20000,"Coins"};
    	};
    	 class ChainSaw {
    	    type = "trade_weapons";
    		buy[] ={60000,"Coins"};
    		sell[] ={10000,"Coins"};
    	};
    		class ChainSawB {
    	    type = "trade_weapons";
    		buy[] ={60000,"Coins"};
    		sell[] ={10000,"Coins"};
    	};
    		 class ChainSawG {
    	    type = "trade_weapons";
    		buy[] ={60000,"Coins"};
    		sell[] ={10000,"Coins"};
    	};
    		 class ChainSawP {
    	    type = "trade_weapons";
    		buy[] ={60000,"Coins"};
    		sell[] ={10000,"Coins"};
    	};
    		 class ChainSawR {
    	    type = "trade_weapons";
    		buy[] ={60000,"Coins"};
    		sell[] ={10000,"Coins"};
    	};
    	 class ItemMixOil {
    	    type = "trade_items";
    		buy[] ={5000,"Coins"};
    		sell[] ={2500,"Coins"};
    	};
         class cinder_wall_kit {
            type = "trade_items";
            buy[] = {40000,"Coins"};
            sell[] = {15000,"Coins"};
        }; 
         class cinder_door_kit {
            type = "trade_items";
            buy[] = {40000,"Coins"};
            sell[] = {17500,"Coins"};
        }; 
         class cinder_garage_kit {
            type = "trade_items";
            buy[] = {40000,"Coins"};
            sell[] = {20000,"Coins"};
        }; 
         class metal_floor_kit {
            type = "trade_items";
            buy[] = {40000,"Coins"};
            sell[] = {7500,"Coins"};
        }; 
    };

    ErrorMessage: File mpmissions\DayZ_Overpoch_1.Chernarus\ZSC\config\Category\NeutralBuildingSupplies.hpp, line 92: '/CfgTraderCategory/Category_662/CinderWallHalf_DZ.': 'Â' encountered instead of '='

  8. 5 hours ago, _Lance_ said:

    Well if you have config traders (and I hope you do it's 2016) just edit your "neutralbuildingsupplies.hpp" in x\config\category and add metal floor kits and cinder wall kits / doorways / and garages (or whatever build items you want) and your players will rejoice. You can find classnames here -> http://epochmod.gamepedia.com/A2Epoch:Modular_Building_System

    Your additions will looks something like this, with your own pricing (I'm not a cheap date):

    class cinder_wall_kit {
        type = "trade_items";
        buy[] = {30000,"Coins"};
        sell[] = {15000,"Coins"};
    };

    class cinder_door_kit {
        type = "trade_items";
        buy[] = {35000,"Coins"};
        sell[] = {17500,"Coins"};
    };

    class cinder_garage_kit {
        type = "trade_items";
        buy[] = {40000,"Coins"};
        sell[] = {20000,"Coins"};
    };

    class metal_floor_kit {
        type = "trade_items";
        buy[] = {15000,"Coins"};
        sell[] = {7500,"Coins"};
    };

    If you have old school database traders It won't be as easy, but the instructions are out there if you google.

    That Puts it in the Standard trade menu not the Advanced menu

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