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TLDS

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Posts posted by TLDS

  1. It seems to have issues with multiple deaths in a row.  ( Ex: Like when someone suicide chains to get a better spawn )  at least on our server.  Also we've not been able to determine if spawning in on a parachute and splatting has been effecting it or not so we did tests after landing the parachute and dying multiple times in a row and the same effect.  If you are curious as to which mods we might be using you are welcome to take a look at our server link in my signature.

  2. No, you don't need to download the addon.  Simply follow the instructions posted by Uro1 and make sure also that you havn't already hit the maximum number of vehicles on your map.  Otherwise they will not begin to spawn until some vehicles have been sold.

     

    If max vehicles on your map is 300, you will have to sell / destroy vehicles on your map to get below that number.

     

    Sadly, I'm sure it was just a mistake, but why include an addon in the server package if its not enabled by default.  This adds so much confusion to the community and bloats server files for those who opt not to use it.

     

    Just a matter of opinion though, i personally am grateful for this community and its mod.

  3. I'm terribly sorry i didnt check back in a few days.  Been busy.  Cookiezzz did you ever get your issue resolved?  We had mismatched client and server files.  One of them was 1.0.3 and the other was 1.0.3.1.

     

    Mistakes happen, especially when you have more than 1 admin working with the server files.  Confusion ensues and mistakes are made.  In this case it was completely my fault.

  4. We also tested using set damage in DB to .2 and got nothing, however we discovered our client files were incorrect on the server and now everything is working as intended.

     

    except the server doesnt recognize objects for maintenance with .2 damage set.  Do they have a date requirement too?  

     

    And thank you kindly MGT for taking the time to try and replicate our results.  We really appreciate it, sometimes it can be an obscure bug only a hand full of people might run in to, and sometimes its bad server files.... thankfully this time it was just server files.

     

    Best Regards to all.

  5. I was assisting in this test and discovery of this issue.  We were able to through process of elimination, determine it to be 1.0.3.1 core issues by using a 1.0.3.1 vanilla install.  

     

    The objects in game when maintained duplicate themselves (in the case of doors, there will be one locked door to which your code wont work and your door which still functions)  furthermore, the database does not appropriately relocate all the maintained items to a new ObjectID.  Lastly, the items don't produce a HIVE update to the existing items either. 

     

    Thankfully this item doesnt cause loss if items, but does prevent players from using their bases at all since it duplicates doors with no functioning code.

  6. I couldn't agree with you more, ALL tools that give a player the ability to do something that everyone else can't do can be abused.

     

    Our admins are held accountable to each other and the community we serve, which is why i am trying so hard to enable logging.  It keeps everyone just that much more honest and it makes it easier to show our community the lengths we go to keep the game honest and enjoyable for all.

     

    However i will say this.  All the tools i've been working on (Spectate, Weapon Kits, Spawn Vehicles) are legitimately used in dozens of scenarios where it has served the greatest good in the community.  Here are some for-instances.

     

    Spectate is used primarily as an observation tool and is used on players reported for ESP, it allows the admin to observe the player and see how they view the world.  (if they magically spin around and shoot a bush without first laying eyes on the player.... we investigate further etc.)  We also spectate players from an observe and record scenario in our player events where admins lead random events like bounties, warzones etc to create community videos to which you could very well have been a star.

     

    Weapon Kits and Spawning in Vehicles often serve the player events where Admins are usually set as a mercenary role where they are equipped with matching kits etc.  Being able to rapidly set these kits before an event rather then fumble about in the SQL is a benefit.  Sometimes the player events feature taking down a vehicle convoy etc and we use spawned in vehicles so players can capture them but is not persistent on restart.

     

    There are more scenarios where these tools are used in legit ways but to keep the tools to be used in good faith logging IS REQUIRED.  Which is why i have been questioning so hard as to if anyone has any idea on how to accomplish this.

  7. Ok, that makes sense based on what i've tested so far that should always work.  However has anyone tried passing 

    diag_log(format["ADMIN TOOLS: Zombie Shield Deactivated for : %1",name _x]);
    

    from say the init.sqf of their mission file? or something similiar?   Because i've not been able to get any diag_log statements to push text to the logs from the scripts that use that line (or similiar) from the mission folder.

  8. Thanks for the 

     

    This works perfectly on my server, I run this type of script server side.  

     

    Thanks for the words of encouragement, maybe i screwed something up on my end.

     

    Just want to clarify, when you say you run this type of script server side, you are implying you run it from inside the dayz_server.pbo and not in scripts that are executed from the MPMissions folder?

  9. Also no effect.  I'm starting to believe that diag_log can't be called from scripts that are run at the map level, only inside the compiled server core.

     

    Anyone have any pointers on how to accomplish that?  i'd honestly prefer it that way.

     

    I'd like to move the admin tools to inside the dayz_server.pbo and call them from the init.sqf in the map.

     

    I've already tested a few variations of trying to accomplish this and the follow produced mixed results.

     

    I copied the admin tools into the dayz_server.pbo and had a script that gave the admin tools menu option to the listed players.  The script would then call admin tools using the appropriate path (for example \z\addons\dayz_server\mods\admintools\admintoolsmain.sqf

     

    I always got the menu option since it was in the missions folder but when attempting to execute the menu option i get a Error: Cant Execute Script \z\addons\dayz_server\mods\admintools\admintoolsmain.sqf

     

    Thanks for any advice you guys give.  I really appreciate it.

  10. Please take a quick peek at the following pastebin,  The highlights that i'm concerned with are the following.

     

    http://pastebin.com/jnHkV5uD

     

    These lines were not evident in our 1.0.2.5 implementation of Taviana2.0 and while i have not dug too deep just wanted to make sure my research hasn't missed something obvious, perhaps someone has seen these things before and can share some knowledge.  I'm terribly sorry about my inexperience if it was something silly i missed.  The server appears to behave properly however it doesnt spawn the correct number of vehicles ( we used a fresh database for 1.0.3 and it only spawned 150 or so of 400)  Lastly, If there is any errors in here i can fix i'd love to do that, i hate errors in my RPT. ^_^

     

    I also discovered that the UH1Y_Wreck at the south end of Dubovo Airfield has a gunner seat you can enter into, However when you pop into it the server immediately kills you and RPT prints to log about killing a hacker.  I realize this is working as intended but the UH1Y_Wreck shouldn't be enterable, anyone give me some pointers on how to fix that?

     

    This log was from a fresh out of the box taviana server, no mods.

     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\budovy\huge_block_geo.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\budovy\huge_block_geo.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\budovy\huge_block_geo.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
     0:07:51 taviana\silnice\semafor.p3d: house, config class missing
    

    And

     0:07:53 Strange convex component21 in taviana\bratislav\kasa.p3d:geometryFire
     0:07:53 Strange convex component22 in taviana\bratislav\kasa.p3d:geometryFire
     0:07:53 Strange convex component25 in taviana\bratislav\kasa.p3d:geometryFire
    

    And

     0:07:58 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
     0:07:59 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    

    And.....

     0:08:05 Bad simulation thing, type Land_Barrel_sand (class=house), ca\structures\misc\armory\barels\barrel_sand.p3d
     0:08:05 Bad simulation thing, type Land_Barrel_sand (class=house), ca\structures\misc\armory\barels\barrel_sand.p3d
     0:08:05 Bad simulation thing, type Land_Barrel_sand (class=house), ca\structures\misc\armory\barels\barrel_sand.p3d
    

    annnnddd....

     0:08:15 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
     0:08:15 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
     0:08:16 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
     0:08:16 UH1Y_DZE: ObsGun - unknown animation source ObsGun
     0:08:21 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:21 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:22 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:22 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:22 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:22 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:22 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:22 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:22 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:22 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:23 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:23 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:23 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:23 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:23 Cannot create entity with abstract type GAZ_Vodnik_DZE (scope = private?)
     0:08:23 Cannot create non-ai vehicle GAZ_Vodnik_DZE,
     0:08:23 "HIVE: Spawning # of Vehicles: 132"
     0:08:23 "HIVE: Spawning # of Debris: 400"
     0:08:23 "HIVE: Spawning # of Ammo Boxes: 3"
     0:08:23 "HIVE: Spawning # of Veins: 50"
    

    and then....

     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
     0:08:26 "DEBUG: unable to find suitable vehicle to spawn"
    

    and then....

     0:08:54 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
     0:09:01 bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 17)
     0:09:01   bin\config.bin/CfgMovesZombie/States/AmovPercMrunSnonWnonDfr.InterpolateTo: Bad move
     0:09:01 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: item count not multiple of 2 (is 9)
     0:09:01   bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDl.InterpolateTo: Bad move
     0:09:01 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: item count not multiple of 2 (is 9)
     0:09:01   bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDb.InterpolateTo: Bad move
     0:09:01 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: item count not multiple of 2 (is 9)
     0:09:01   bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDbr.InterpolateTo: Bad move
     0:09:01 bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: item count not multiple of 2 (is 11)
     0:09:01   bin\config.bin/CfgMovesZombie/States/AmovPpneMrunSnonWnonDfr.InterpolateTo: Bad move
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medicEnd
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic0
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic1
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic2
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic3
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic3
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic4
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic5
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic4
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic5
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic0
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic1
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic2
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDnon_medic0S
     0:09:01   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.InterpolateTo: Bad move AinvPknlMstpSnonWnonDr_medic0S
     0:09:04 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
  11. I have little experience working in the scripts; but I added the following to 'publicvariable.txt' as a shot in the dark? Hilariously... I honestly have no idea what != even means; exclude? exception?

    5 !="maintainArea_log"

    Appreciate any help as always.

     

    I can't tell you if this will work or not, however i can comment to the !=..

    != means is NOT equal to  whereas

    = simply means equal to.  you might want to drop the ! in your restriction change so it will possibly work.

     

    Sadly take this advice with a grain of salt as im still learning the nuances of this flavor of code used by arma.

  12. Interestingly enough, your line didnt break the script, it atleast executes, however i get no message regarding this in the RPT log.  Even this generic adaptation of your line doesnt print

    diag_log(format["ADMIN TOOLS: Zombie Shield Activated for : "]);
    

    So i'm at a complete loss for words.  Is the diag_log a function only callable if admin tools was compiled in the core of the server?  That would make sense why any attempts to pass a statement to diag_log have failed because blue phoenix admin tools currently is ran from the mission folder.

     

    If it were to be needed to be compiled into the dayz_server.pbo (which is actually what i'd like to do to keep the mission file size down) could anyone give me some pointers on how to do that?  i'd greatly appreciate it.

  13. We'd log to add some diag_log statements that include the players name that activates the script.  This will allow us to track which of the admins is using admin tools and in which situations.  Keeps everyone honest when you know your actions are logged.

     

    We are currently using Blue Phoenix Admin Tools and while they are nice and suite our needs i had some concerns since it basically allows admins some pretty powerful tools and can be abused.  I came up with a simple diag_log statement i tried added in the spectate script and it seems to break the script.  Here is a sample example.

    showCommandingMenu "#USER:zombieDistanceScreen";
    WaitUntil{ZobieDistanceStat};
    
     titleText [format["Zombie shield activated with distance %1 meters!",ZombieDistance],"PLAIN DOWN"]; titleFadeOut 4;
     diag_log (""ADMIN TOOLS: Zombie Shield Activated for "" + (name _x));" \n
     } else {
     ZobieDistanceStat=false;
    

    which is supposed to be called when the script is executed

     

    and when the script is deactivated is this set of code.

     };
     };
     titleText ["Zombie shield deactivated!","PLAIN DOWN"]; titleFadeOut 4;
     diag_log (""ADMIN TOOLS: Zombie Shield Deactivated for "" + (name _x));" \n
    

    Anyone have any pointers as to why it doesn't work?  Thanks for helping if its something obvious.  I'm only a novice coder and the syntax looks ok to me.

  14. This is what my console shows.  Doesn't say its reading map or anything like that.  It literally just shows the player connected ( on the players screen they are stuck at wait for host) on the server console it shows them connected and nothing more. 

    22:04:15 Host identity created.
    22:04:59 PROTECTED uses modified data file
    22:04:59 BattlEye Server: Player #0 PLAYERNAMEPROTECTED connected
    22:04:59 Player PROTECTED connecting.
    22:05:00 Player PROTECTED connected (id=PROTECTED).
    22:05:01 BattlEye Server: Player #0 PROTECTED - GUID: PROTECTED (unverified)
    22:05:01 BattlEye Server: Verified GUID (PROTECTED) of player #0 PROTECTED
    22:05:16 PROTECTED uses modified data file
    22:05:16 BattlEye Server: Player #1 PROTECTED (10.164.132.206:2317) connected
    22:05:16 Player PROTECTED connecting.
    22:05:17 Player PROTECTED connected (id=PROTECTED).
    22:05:17 BattlEye Server: Player #1 PROTECTED - GUID: PROTECTED (unverified)
    22:05:17 BattlEye Server: Verified GUID (PROTECTED) of player #1 PROTECTED
    22:05:25 Player PROTECTED disconnected.
    22:05:25 BattlEye Server: Player #0 PROTECTED disconnected
    22:05:45 Player PROTECTED disconnected.
    22:05:45 BattlEye Server: Player #1 PROTECTED disconnected
    22:07:44 BattlEye Server: Initialized (v1.177)
    22:07:44 Host identity created.
    22:08:30 PROTECTED uses modified data file
    22:08:30 BattlEye Server: Player #0 PROTECTED (10.164.132.206:2317) connected
    22:08:30 Player PROTECTED connecting.
    22:08:31 Player PROTECTED connected (id=PROTECTED).
    22:08:31 BattlEye Server: Player #0 PROTECTED - GUID: PROTECTED (unverified)
    22:08:31 BattlEye Server: Verified GUID (PROTECTED) of player #0 PROTECTED
    22:08:57 Player PROTECTED disconnected.
    22:08:58 BattlEye Server: Player #0 PROTECTED disconnected
    
  15. Good day,

     

    Here is our issue.  We have a complete Epoch server configured and running Chernarus just fine on port 2302.  This is obviously not the issue.  We decided we wanted to run a Epoch Taviana server and went about it the following way.

     

    We have a separate MySQL Database called tavidb1 and is accesible by a user named taviuser.  I've tested this connection and all seems fine in this area.  The mysql logs do not show any issues when the taviana epoch server runs.

     

    Next i have correctly configured hiveext and config.cfg with the appropriate settings and that all seems just fine.

     

    Lastly we made sure to have the folder @Taviana downloaded onto our server and edited the batch file with the follow command

    @echo off
    start "arma2" /min "Expansion\beta\arma2oaserver.exe" -port=2315 "-config=instance_13_Tavi\config.cfg" "-cfg=instance_13_Tavi\basic.cfg" "-profiles=instance_13_Tavi" -name=instance_13_Tavi "-mod=@Taviana;@DayZ_Epoch;@DayZ_Epoch_Server;"

    Clients are also launching just fine from dayzcommander with the additional launch parameters of -mod@Taviana and are getting the ability to connect to the server.

     

    This is where they then hang at Wait for Host.

     

    The server and client both show pretty much exactly the same in the RPT file.  Here is the complete RPT file for this connection attempt from the server.

    
    
    =====================================================================
    == C:\Users\Epic Admin\Documents\dayz_epoch\Expansion\beta\arma2oaserver.exe
    == "Expansion\beta\arma2oaserver.exe"  -port=2315 "-config=instance_13_Tavi\config.cfg" "-cfg=instance_13_Tavi\basic.cfg" "-profiles=instance_13_Tavi" -name=instance_13_Tavi "-mod=@Taviana;@DayZ_Epoch;@DayZ_Epoch_Server;"
    =====================================================================
    Exe timestamp: 2013/06/18 07:08:05
    Current time:  2013/11/19 22:07:36
    
    Version 1.62.103718
    Item STR_ACTIONS_BUILD listed twice
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Item str_stad listed twice
    Item str_bori listed twice
    Item str_krakov listed twice
    Conflicting addon CABuildings in 'ca\buildings\', previous definition in 'tavi\tavi\ca\buildings\'
    Conflicting addon A_Crane_02 in 'ca\buildings2\a_crane_02\', previous definition in 'tavi\tavi\ca\buildings2\a_crane_02\'
    Conflicting addon CAHouseBlock_D in 'ca\buildings2\houseblocks\houseblock_d\', previous definition in 'tavi\tavi\ca\buildings2\houseblocks\houseblock_d\'
    Conflicting addon Misc_PowerStation in 'ca\buildings2\misc_powerstation\', previous definition in 'tavi\tavi\ca\buildings2\misc_powerstation\'
    Conflicting addon Ind_Shed_02 in 'ca\buildings2\ind_shed_02\', previous definition in 'tavi\tavi\ca\buildings2\ind_shed_02\'
    Conflicting addon Church_01 in 'ca\buildings2\church_01\', previous definition in 'tavi\tavi\ca\buildings2\church_01\'
    Conflicting addon Ind_Tank in 'ca\buildings2\ind_tank\', previous definition in 'tavi\tavi\ca\buildings2\ind_tank\'
    Conflicting addon Shed_small in 'ca\buildings2\shed_small\', previous definition in 'tavi\tavi\ca\buildings2\shed_small\'
    Conflicting addon A_statue in 'ca\buildings2\a_statue\', previous definition in 'tavi\tavi\ca\buildings2\a_statue\'
    Conflicting addon Rail_House_01 in 'ca\buildings2\rail_house_01\', previous definition in 'tavi\tavi\ca\buildings2\rail_house_01\'
    Conflicting addon CAHouseBlock_C in 'ca\buildings2\houseblocks\houseblock_c\', previous definition in 'tavi\tavi\ca\buildings2\houseblocks\houseblock_c\'
    Conflicting addon Ind_Garage01 in 'ca\buildings2\ind_garage01\', previous definition in 'tavi\tavi\ca\buildings2\ind_garage01\'
    Conflicting addon Barn_Metal in 'ca\buildings2\barn_metal\', previous definition in 'tavi\tavi\ca\buildings2\barn_metal\'
    Conflicting addon CAHouseBlock_B in 'ca\buildings2\houseblocks\houseblock_b\', previous definition in 'tavi\tavi\ca\buildings2\houseblocks\houseblock_b\'
    Conflicting addon HouseRuins in 'ca\buildings2\houseruins\', previous definition in 'tavi\tavi\ca\buildings2\houseruins\'
    Conflicting addon CABuildingParts_Signs in 'ca\buildings2\buildingparts\signs\', previous definition in 'tavi\tavi\ca\buildings2\buildingparts\signs\'
    Conflicting addon Ind_Shed_01 in 'ca\buildings2\ind_shed_01\', previous definition in 'tavi\tavi\ca\buildings2\ind_shed_01\'
    Conflicting addon Farm_Cowshed in 'ca\buildings2\farm_cowshed\', previous definition in 'tavi\tavi\ca\buildings2\farm_cowshed\'
    Conflicting addon CAHouseBlock_A in 'ca\buildings2\houseblocks\houseblock_a\', previous definition in 'tavi\tavi\ca\buildings2\houseblocks\houseblock_a\'
    Conflicting addon CABuildings2_Misc_Cargo in 'ca\buildings2\misc_cargo\', previous definition in 'tavi\tavi\ca\buildings2\misc_cargo\'
    Conflicting addon Shed_wooden in 'ca\buildings2\shed_wooden\', previous definition in 'tavi\tavi\ca\buildings2\shed_wooden\'
    Conflicting addon CABuildings2 in 'ca\buildings2\', previous definition in 'tavi\tavi\ca\buildings2\'
    Conflicting addon CABuildingParts in 'ca\buildings2\buildingparts\', previous definition in 'tavi\tavi\ca\buildings2\buildingparts\'
    Conflicting addon IndPipe2 in 'ca\buildings2\ind_pipeline\indpipe2\', previous definition in 'tavi\tavi\ca\buildings2\ind_pipeline\indpipe2\'
    Conflicting addon Misc_WaterStation in 'ca\buildings2\misc_waterstation\', previous definition in 'tavi\tavi\ca\buildings2\misc_waterstation\'
    Conflicting addon CABuildings2_A_Pub in 'ca\buildings2\a_pub\', previous definition in 'tavi\tavi\ca\buildings2\a_pub\'
    Conflicting addon CAStructures_IndPipe1_todo_delete in 'ca\buildings2\ind_pipeline\indpipe1\', previous definition in 'tavi\tavi\ca\buildings2\ind_pipeline\indpipe1\'
    Conflicting addon A_GeneralStore_01 in 'ca\buildings2\a_generalstore_01\', previous definition in 'tavi\tavi\ca\buildings2\a_generalstore_01\'
    Conflicting addon Farm_WTower in 'ca\buildings2\farm_wtower\', previous definition in 'tavi\tavi\ca\buildings2\farm_wtower\'
    Conflicting addon Ind_Workshop01 in 'ca\buildings2\ind_workshop01\', previous definition in 'tavi\tavi\ca\buildings2\ind_workshop01\'
    Conflicting addon ind_silomale in 'ca\buildings2\ind_cementworks\ind_silomale\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_silomale\'
    Conflicting addon Ind_SiloVelke in 'ca\buildings2\ind_cementworks\ind_silovelke\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_silovelke\'
    Conflicting addon Ind_Pec in 'ca\buildings2\ind_cementworks\ind_pec\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_pec\'
    Conflicting addon Ind_Dopravnik in 'ca\buildings2\ind_cementworks\ind_dopravnik\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_dopravnik\'
    Conflicting addon Ind_Mlyn in 'ca\buildings2\ind_cementworks\ind_mlyn\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_mlyn\'
    Conflicting addon Ind_MalyKomin in 'ca\buildings2\ind_cementworks\ind_malykomin\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_malykomin\'
    Conflicting addon Ind_Expedice in 'ca\buildings2\ind_cementworks\ind_expedice\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_expedice\'
    Conflicting addon Ind_Vysypka in 'ca\buildings2\ind_cementworks\ind_vysypka\', previous definition in 'tavi\tavi\ca\buildings2\ind_cementworks\ind_vysypka\'
    Conflicting addon CAMisc in 'ca\misc\', previous definition in 'tavi\tavi\ca\misc\'
    Conflicting addon CAMisc2 in 'ca\misc2\', previous definition in 'tavi\tavi\ca\misc2\'
    Conflicting addon WarfareBuildings in 'ca\misc3\wf\', previous definition in 'tavi\tavi\ca\misc3\wf\'
    Conflicting addon CAMisc3 in 'ca\misc3\', previous definition in 'tavi\tavi\ca\misc3\'
    Conflicting addon CAStructures_IndPipe1 in 'ca\structures\ind_pipeline\indpipe1\', previous definition in 'tavi\tavi\ca\structures\ind_pipeline\indpipe1\'
    Conflicting addon pond_test in 'ca\structures\pond\', previous definition in 'tavi\tavi\ca\structures\pond\'
    Conflicting addon CAStructuresShed_Small in 'ca\structures\shed\shed_small\', previous definition in 'tavi\tavi\ca\structures\shed\shed_small\'
    Conflicting addon A_TVTower in 'ca\structures\a_tvtower\', previous definition in 'tavi\tavi\ca\structures\a_tvtower\'
    Conflicting addon CAStructures_Proxy_Ruins in 'ca\structures\proxy_ruins\', previous definition in 'tavi\tavi\ca\structures\proxy_ruins\'
    Conflicting addon CAStructures_Mil in 'ca\structures\mil\', previous definition in 'tavi\tavi\ca\structures\mil\'
    Conflicting addon CAStructures_A_BuildingWIP in 'ca\structures\a_buildingwip\', previous definition in 'tavi\tavi\ca\structures\a_buildingwip\'
    Conflicting addon CAStructuresBarn_W in 'ca\structures\barn_w\', previous definition in 'tavi\tavi\ca\structures\barn_w\'
    Conflicting addon CAStructuresLand_A_MunicipalOffice in 'ca\structures\a_municipaloffice\', previous definition in 'tavi\tavi\ca\structures\a_municipaloffice\'
    Conflicting addon CAStructuresHouse in 'ca\structures\house\', previous definition in 'tavi\tavi\ca\structures\house\'
    Conflicting addon CAStructures_Misc_Powerlines in 'ca\structures\misc_powerlines\', previous definition in 'tavi\tavi\ca\structures\misc_powerlines\'
    Conflicting addon CAStructuresHouse_A_FuelStation in 'ca\structures\house\a_fuelstation\', previous definition in 'tavi\tavi\ca\structures\house\a_fuelstation\'
    Conflicting addon CAStructuresLand_Nav_Boathouse in 'ca\structures\nav_boathouse\', previous definition in 'tavi\tavi\ca\structures\nav_boathouse\'
    Conflicting addon CAStructures_A_CraneCon in 'ca\structures\a_cranecon\', previous definition in 'tavi\tavi\ca\structures\a_cranecon\'
    Conflicting addon CAStructures_Rail in 'ca\structures\rail\', previous definition in 'tavi\tavi\ca\structures\rail\'
    Conflicting addon CAStructuresHouse_HouseBT in 'ca\structures\house\housebt\', previous definition in 'tavi\tavi\ca\structures\house\housebt\'
    Conflicting addon CAStructuresHouse_HouseV2 in 'ca\structures\house\housev2\', previous definition in 'tavi\tavi\ca\structures\house\housev2\'
    Conflicting addon CAStructuresHouse_A_Office02 in 'ca\structures\house\a_office02\', previous definition in 'tavi\tavi\ca\structures\house\a_office02\'
    Conflicting addon CAStructures_Nav in 'ca\structures\nav\', previous definition in 'tavi\tavi\ca\structures\nav\'
    Conflicting addon CAStructuresHouse_A_Hospital in 'ca\structures\house\a_hospital\', previous definition in 'tavi\tavi\ca\structures\house\a_hospital\'
    Conflicting addon CAStructuresHouse_Church_03 in 'ca\structures\house\church_03\', previous definition in 'tavi\tavi\ca\structures\house\church_03\'
    Conflicting addon CAStructures_Proxy_BuildingParts in 'ca\structures\proxy_buildingparts\', previous definition in 'tavi\tavi\ca\structures\proxy_buildingparts\'
    Conflicting addon CAStructures_Castle in 'ca\structures\castle\', previous definition in 'tavi\tavi\ca\structures\castle\'
    Conflicting addon CAStructures_Wall in 'ca\structures\wall\', previous definition in 'tavi\tavi\ca\structures\wall\'
    Conflicting addon CAStructuresHouse_Shed_Ind in 'ca\structures\shed_ind\', previous definition in 'tavi\tavi\ca\structures\shed_ind\'
    Conflicting addon CAStructuresHouse_A_Office01 in 'ca\structures\house\a_office01\', previous definition in 'tavi\tavi\ca\structures\house\a_office01\'
    Conflicting addon CAStructures_Nav_pier in 'ca\structures\nav_pier\', previous definition in 'tavi\tavi\ca\structures\nav_pier\'
    Conflicting addon CAStructuresHouse_a_stationhouse in 'ca\structures\house\a_stationhouse\', previous definition in 'tavi\tavi\ca\structures\house\a_stationhouse\'
    Conflicting addon CAStructuresHouse_Church_02 in 'ca\structures\house\church_02\', previous definition in 'tavi\tavi\ca\structures\house\church_02\'
    Conflicting addon CAStructuresHouse_Church_05R in 'ca\structures\house\church_05r\', previous definition in 'tavi\tavi\ca\structures\house\church_05r\'
    Conflicting addon CAStructures in 'ca\structures\', previous definition in 'tavi\tavi\ca\structures\'
    Conflicting addon Ind_SawMill in 'ca\structures\ind_sawmill\', previous definition in 'tavi\tavi\ca\structures\ind_sawmill\'
    Conflicting addon CAStructuresInd_Quarry in 'ca\structures\ind_quarry\', previous definition in 'tavi\tavi\ca\structures\ind_pipeline\ind_quarry\'
    Conflicting addon CAStructuresHouse_HouseV in 'ca\structures\house\housev\', previous definition in 'tavi\tavi\ca\structures\house\housev\'
    Conflicting addon CAStructuresLand_Ind_Stack_Big in 'ca\structures\ind\', previous definition in 'tavi\tavi\ca\structures\ind\'
    Conflicting addon CAStructures_Ruins in 'ca\structures\ruins\', previous definition in 'tavi\tavi\ca\structures\ruins\'
    Updating base class NonStrategic->House, by taviana\paf_stad_obj\config.bin/CfgVehicles/LAND_pbaflgoals/
    Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
    Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
    Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
    Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
    Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
    Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
    Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
    Updating base class ->House, by tavi\tavi\ca\misc3\config.bin/CfgVehicles/Land_Fire/
    Updating base class ->House, by tavi\tavi\ca\misc3\config.bin/CfgVehicles/Land_A_tent/
    Updating base class ->Camp_base, by tavi\tavi\ca\misc3\config.bin/CfgVehicles/ACamp/
    Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
    Updating base class ->SUV_Base_EP1, by ca\wheeled_e\suv\config.bin/CfgVehicles/SUV_TK_CIV_EP1/
    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/
    Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably).
    Cannot delete class CA_DebriefingInfo, it is referenced somewhere (used as a base class probably).
    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 ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
    Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
    Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
    Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
    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/48Rnd_40mm_MK19/
    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 ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
    Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_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 ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
    Updating base class ->RscStandardDisplay, by kh\dayztaviana\config.bin/RscDisplayStart/
    Updating base class Industrial->TavianaNoZombieIndustrial, by kh\dayztaviana\config.bin/CfgBuildingLoot/Land_Ind_TankBig/
    Updating base class Residential->Farm, by kh\dayztaviana\config.bin/CfgBuildingLoot/Land_dum_rasovna/
    Updating base class Military->TavianaGuardTower, by kh\dayztaviana\config.bin/CfgBuildingLoot/Land_vez/
    Updating base class Residential->TavianaDiner, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_hospoda/
    Updating base class Residential->TavianaPoliceStation, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_Zachytka/
    Updating base class Residential->TavianaSchool, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_skola/
    Updating base class HouseRoaming->Industrial, by kh\dayztaviana\config.bin/CfgBuildingLoot/Land_Ind_Pec_03a/
    Updating base class Supermarket->TavianaShopping, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_shopping_sab1/
    Updating base class Supermarket->TavianaShopping, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_shopping_sab5/
    Updating base class Residential->Office, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_Posta/
    Updating base class Residential->Office, by kh\dayztaviana\config.bin/CfgBuildingLoot/LAND_vokzal_big/
    Updating base class Industrial->Farm, by kh\dayztaviana\config.bin/CfgBuildingLoot/Land_hut_old02/
    Updating base class CA_Magazine->VehicleMagazine, by kh\dayztaviana\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
    Obsolete class Animations defined in bin\config.bin/RscCompass/
    Obsolete class Animations defined in bin\config.bin/RscWatch/

    Here is the server log which has been redacted, however you see see that Player #1 is inside the local network IP range the server is on, this is literally EVERYTHING the log shows.  doesnt show errors or anything.

    22:04:15 Host identity created.
    22:04:59 PROTECTED uses modified data file
    22:04:59 BattlEye Server: Player #0 PLAYERNAMEPROTECTED connected
    22:04:59 Player PROTECTED connecting.
    22:05:00 Player PROTECTED connected (id=PROTECTED).
    22:05:01 BattlEye Server: Player #0 PROTECTED - GUID: PROTECTED (unverified)
    22:05:01 BattlEye Server: Verified GUID (PROTECTED) of player #0 PROTECTED
    22:05:16 PROTECTED uses modified data file
    22:05:16 BattlEye Server: Player #1 PROTECTED (10.164.132.206:2317) connected
    22:05:16 Player PROTECTED connecting.
    22:05:17 Player PROTECTED connected (id=PROTECTED).
    22:05:17 BattlEye Server: Player #1 PROTECTED - GUID: PROTECTED (unverified)
    22:05:17 BattlEye Server: Verified GUID (PROTECTED) of player #1 PROTECTED
    22:05:25 Player PROTECTED disconnected.
    22:05:25 BattlEye Server: Player #0 PROTECTED disconnected
    22:05:45 Player PROTECTED disconnected.
    22:05:45 BattlEye Server: Player #1 PROTECTED disconnected
    22:07:44 BattlEye Server: Initialized (v1.177)
    22:07:44 Host identity created.
    22:08:30 PROTECTED uses modified data file
    22:08:30 BattlEye Server: Player #0 PROTECTED (10.164.132.206:2317) connected
    22:08:30 Player PROTECTED connecting.
    22:08:31 Player PROTECTED connected (id=PROTECTED).
    22:08:31 BattlEye Server: Player #0 PROTECTED - GUID: PROTECTED (unverified)
    22:08:31 BattlEye Server: Verified GUID (PROTECTED) of player #0 PROTECTED
    22:08:57 Player PROTECTED disconnected.
    22:08:58 BattlEye Server: Player #0 PROTECTED disconnected
    

    We also were able to test this with the supposed dayz epoch supported version @Tavi_DayZ_Epoch both on server side and client side and get the very same issue.... client hangs on Wait for Host.  We also had the client test his connection to an already working DayZ Epoch Taviana server that someone else is hosting and he can connect with out issues.

     

    I've also tested any network ports / mapping issues by testing all the above fully from inside the local network the server is running on, with no firewalls up at all.

     

    If anyone has any ideas we've looked into this extensively but all the posts we've found have not had a good explanation of how they've fixed it, or if they even did.

     

    Thank you so much for taking the time to read this post, i hope someone has some insight.

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