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DemonsGo

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Posts posted by DemonsGo

  1. Click the history button on Github, red is what's been removed, green is added.

    There are also programs like winmerge or windiff that can compare and automagically merge for you.

     has been kicked by BattlEye: Script Restriction #23 "o []) && (_needBench > 0)) then { 

    (_nearByBench select 0) addItemCargoGlobal [_item,1];

    } else {
    if (player canAdd _item) the"

    Have this can u help? 

  2. Add a custom image to the spawn box.. (currently for chernarus only but can be added to altis by copying the location for respawn west) You can put what ever image you want in this and make it your own :)

     

    What mine looks like.

    6r3Uvkz.jpg

     

    Add this to your mission.sqm directly above "class Markers"

    class Vehicles
    	{
    		items=1;
    		class Item0
    		{
    			position[]={1024.3561,5.8548489,2013.7371}; // For Altis us {23600.611,2.8548489,17990.768}
    			azimut=180.4026;
    			offsetY=5;
    			id=1;
    			side="EMPTY";
    			vehicle="UserTexture10m_F";
    			skill=0.60000002;
    			init="this setObjectTexture [0, ""image.jpg""]";
    		};
    	};
    

    Save any image,jpg you want in your mission root folder. Make it square or it will stretch or warp. Mine is 800x800px but i'm sure more or less wont hurt, The user texture will not grow or shrink but the image will. 

     

    *EDIT* Removed set texture not needed per VEMP whom I trust knows what hes talking about :)

    notepad++ not read mission sqm from unpacked mpmission (what i need to open???)

  3. Getting that error

    Warning Message: Script Expansion\Addons\ui_addons.pbo not found
    Warning Message: Script z\addons\ui_addons\decrypt.sqf not found
    Warning Message: Script ui_addons\decrypt.sqf not found
    Warning Message: Script decrypt.sqf not found
    Warning Message: Script testest.sqf not found
    Warning Message: Script testestt.sqf not found
    Warning Message: Script RooslahVeeSevan.sqf not found
    Warning Message: Script localBox.sqf not found
    Warning Message: Script News.sqf not found

    Version 1.63.112555

    Unsupported language Russian in stringtable
    Unsupported language Russian in stringtable
    Item STR_EQUIP_NAME_41 listed twice
    Item STR_EQUIP_DESC_41 listed twice
    Unsupported language Russian in stringtable
    Unsupported language Russian in stringtable
    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 ->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 ->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 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 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/
    Unable to get my public IP address: 0
    HTTP error 500 (res=7)
    Info: ((
    About to connect() to is.bistudio.com port 8181 (#0)
    Trying 109.123.194.186...
    Connection refused
    couldn't connect to host at is.bistudio.com:8181
    Closing connection #0
    )) Info
    Registration failed: error Couldn't connect to server (couldn't connect to host at is.bistudio.com:8181)
    Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
    Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
    ca\misc\houpacka.p3d: house, config class missing
    ca\misc\houpacka.p3d: house, config class missing
    ca\misc\houpacka.p3d: house, config class missing
    Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
    "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
    "DayZ Epoch: MPframework inited"
    UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
    UH1Y_DZE: ObsGun - unknown animation source ObsGun
    AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
    AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
    Fresnel k must be >0, given n=0.8,k=0
    Warning Message: Script custom\JAEM\variables.sqf not found
    Warning Message: Script custom\compiles.sqf not found
    Warning Message: Script basejump\compiles.sqf not found
    "DEBUG: loadscreen guard started."
    ca\misc\houpacka.p3d: house, config class missing
    ca\misc\houpacka.p3d: house, config class missing
    Warning Message: Script Scan completed, bad content was not found
    Warning Message: Script Expansion\Addons\ui_addons.pbo not found
    Warning Message: Script z\addons\ui_addons\decrypt.sqf not found
    Warning Message: Script ui_addons\decrypt.sqf not found
    Warning Message: Script decrypt.sqf not found
    Warning Message: Script testest.sqf not found
    Warning Message: Script testestt.sqf not found
    Warning Message: Script RooslahVeeSevan.sqf not found
    Warning Message: Script localBox.sqf not found
    Warning Message: Script News.sqf not found

  4. Hey guys,

     

    I have been trying to get this to work, I love the challenge but now I need a little help. I am using a custom compiles.sqf for all of my scripts. So I pulled a copy of the dayz_code.pbo compiles.sqf and followed the steps above. I also have a custom server_monitor.sqf and made the changes from the instructions there as well.

     

    Here is the custom compiles.sqf with Zupa's instructions in it:

     

    /*
    	FUNCTION COMPILES
    */
    //Player only
    if (!isDedicated) then {
    
    	"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
    
    	BIS_Effects_Burn = 				compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
    	player_zombieCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";	//Run on a players computer, checks if the player is near a zombie
    	player_zombieAttack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf";	//Run on a players computer, causes a nearby zombie to attack them
    	fnc_usec_damageActions =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf";		//Checks which actions for nearby casualty
    	fnc_inAngleSector =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf";		//Checks which actions for nearby casualty
    	fnc_usec_selfActions =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";		//Checks which actions for self
    	fnc_usec_unconscious =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
    	player_temp_calculation	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf";		//Temperatur System	//TeeChange
    	player_weaponFiredNear =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
    	player_animalCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
    	player_spawnCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
    	player_dumpBackpack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
    	building_spawnLoot =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
    	building_spawnZombies =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
    	dayz_spaceInterrupt =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
    	player_fired =					compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf";			//Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
    	player_harvest =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
    	player_packTent =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
    	player_packVault =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
    	player_unlockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
    
    	player_removeObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
    	player_removeNearby =    		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
    
    	player_removeTankTrap = {
    		//Object Array, Range, Error Message (@Skaronator)
    		[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
    	};
    	player_removeNet = {
    		[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
    	};
    
    	player_login = {
    		private ["_unit","_detail"];
    		_unit = _this select 0;
    		_detail = _this select 1;
    		if(_unit == getPlayerUID player) then {
    			player setVariable["publish",_detail];
    		};
    	};
    
    	player_unlockDoor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
    	player_changeCombo =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
    
    	player_lockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
    	player_updateGui =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
    	player_crossbowBolt =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
    	player_music = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf";			//Used to generate ambient music
    	player_death =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
    	player_switchModel =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
    	player_checkStealth =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
    	world_sunRise =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
    	world_surfaceNoise =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
    	player_humanityMorph =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
    	player_throwObject = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
    	player_alertZombies = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
    	player_fireMonitor = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    	fn_gearMenuChecks =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
    
    	//Objects
    	object_roadFlare = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
    	object_setpitchbank	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
    	object_monitorGear =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
    
    	local_roadDebris =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
    
    	//Zombies
    	zombie_findTargetAgent = 	compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
    	zombie_loiter = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf";			//Server compile, used for loiter behaviour
    	zombie_generate = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf";			//Server compile, used for loiter behaviour
    	wild_spawnZombies = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf";			//Server compile, used for loiter behaviour
    
    	pz_attack = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
    
    	dog_findTargetAgent = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
    
    	//actions
    	player_countmagazines =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
    	player_addToolbelt =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
    	player_copyKey =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
    	player_reloadMag =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
    	player_loadCrate =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
    	player_craftItem =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
    	player_tentPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
    	player_vaultPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
    	player_drink =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
    	player_eat =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
    	player_useMeds =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
    	player_fillWater = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
    	player_makeFire =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
    	player_harvestPlant =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
    	player_goFishing =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
    	player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
    	player_wearClothes =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
    	object_pickup = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
    	player_flipvehicle = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
    	player_sleep = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
    	player_antiWall =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
    	player_deathBoard =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
    
    	player_plotPreview = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
    	player_upgradeVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
    
    	//ui
    	player_selectSlot =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
    	player_gearSync	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
    	player_gearSet	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
    	ui_changeDisplay = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
    	ui_gear_sound =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
    
    	//System
    	player_monitor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
    	player_spawn_1 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
    	player_spawn_2 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
    	onPreloadStarted 			"dayz_preloadFinished = false;";
    	onPreloadFinished 			"dayz_preloadFinished = true;";
    
    	// helper functions
    	player_hasTools =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
    	player_checkItems =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
    	player_removeItems =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
    	//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
    	player_traderCity = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
    
    	// combination of check && remove items
    	player_checkAndRemoveItems = {
    		private ["_items","_b"];
    		_items = _this;
    		_b = _items call player_checkItems;
    		if (_b) then {
    			_b = _items call player_removeItems;
    		};
    		_b
    	};
    
    	dayz_HungerThirst = {
    		dayz_hunger = dayz_hunger + (_this select 0);
    		dayz_thirst = dayz_thirst + (_this select 1);
    	};
    
    	epoch_totalCurrency = {
    		// total currency
    		_total_currency = 0;
    		{
    			_part =  (configFile >> "CfgMagazines" >> _x);
    			_worth =  (_part >> "worth");
    			if isNumber (_worth) then {
    				_total_currency = _total_currency + getNumber(_worth);
    			};
    		} count (magazines player);
    		_total_currency
    	};
    
    	epoch_itemCost = {
    		_trade_total = 0;
    		{
    			_part_in_configClass =  configFile >> "CfgMagazines" >> (_x select 0);
    			if (isClass (_part_in_configClass)) then {
    				_part_inWorth = (_part_in_configClass >> "worth");
    				if isNumber (_part_inWorth) then {
    					_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
    				};
    			};
    		} count _this;
    
    		//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
    		_trade_total
    	};
    
    	epoch_returnChange =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
    	// usage [["partinclassname",4]] call epoch_returnChange;
    
    	dayz_losChance = {
    		private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
    		_agent = 	_this select 0;
    		_dis =		_this select 1;
    		_maxDis = 	_this select 2;
    		// diag_log ("VAL:  " + str(_this));
    		_val = 		(_maxDis - _dis) max 0;
    		_maxExp = 	((exp 2) * _maxDis);
    		_myExp = 	((exp 2) * (_val)) / _maxExp;
    		_myExp = _myExp * 0.7;
    		_myExp
    	};
    
    	ui_initDisplay = {
    		private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
    		disableSerialization;
    		_display = uiNamespace getVariable 'DAYZ_GUI_display';
    		_control = 	_display displayCtrl 1204;
    		_control ctrlShow false;
    		if (!r_player_injured) then {
    			_ctrlBleed = 	_display displayCtrl 1303;
    			_ctrlBleed ctrlShow false;
    		};
    		if (!r_fracture_legs && !r_fracture_arms) then {
    			_ctrlFracture = 	_display displayCtrl 1203;
    			_ctrlFracture ctrlShow false;
    		};
    		_ctrlDogFoodBorder = _display displayCtrl 1501;
    		_ctrlDogFoodBorder ctrlShow false;
    		_ctrlDogFood = _display displayCtrl 1701;
    		_ctrlDogFood ctrlShow false;
    
    		_ctrlDogWaterBorder = _display displayCtrl 1502;
    		_ctrlDogWaterBorder ctrlShow false;
    		_ctrlDogWater = _display displayCtrl 1702;
    		_ctrlDogWater ctrlShow false
    	};
    
    	dayz_losCheck = {
    		private["_target","_agent","_cantSee"];
    		_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
    		_agent = _this select 1;
    		_cantSee = true;
    		if (!isNull _target) then {
    
    			_tPos = visiblePositionASL _target;
    			_zPos = visiblePositionASL _agent;
    
    			_tPos set [2,(_tPos select 2)+1];
    			_zPos set [2,(_zPos select 2)+1];
    
    			if ((count _tPos > 0) && (count _zPos > 0)) then {
    				_cantSee = terrainIntersectASL [_tPos, _zPos];
    				if (!_cantSee) then {
    					_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
    				};
    			};
    		};
    		_cantSee
    	};
    
    	dayz_equipCheck = {
    		private ["_empty", "_needed","_diff","_success"];
    		_config = _this;
    		_empty = [player] call BIS_fnc_invSlotsEmpty;
    		_needed = [_config] call BIS_fnc_invSlotType;
    		_diff = [_empty,_needed] call BIS_fnc_vectorDiff;
    
    		_success = true;
    		{
    			if (_x > 0) then {_success = false};
    		} count _diff;
    		hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
    		_success
    	};
    
    	vehicle_gear_count = {
    		private["_counter"];
    		_counter = 0;
    		{
    			_counter = _counter + _x;
    		} count _this;
    		_counter
    	};
    
    	player_tagFriendlyMsg = {
    		if(player == (_this select 0)) then {
    			cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
    		};
    	};
    
    	player_serverModelChange = {
    		private["_object","_model"];
    		_object = _this select 0;
    		_model = _this select 1;
    		if (_object == player) then {
    			_model call player_switchModel;
    		};
    	};
    
    	player_guiControlFlash = 	{
    		private["_control"];
    		_control = _this;
    		if (ctrlShown _control) then {
    			_control ctrlShow false;
    		} else {
    			_control ctrlShow true;
    		};
    	};
    	
    	gearDialog_create = {
    		private ["_i","_dialog"];
    		if (!isNull (findDisplay 106)) then {
    			(findDisplay 106) closeDisplay 0;
    		};
    		openMap false;
    		closeDialog 0;
    		if (gear_done) then {sleep 0.001;};
    		player action ["Gear", player];
    		if (gear_done) then {sleep 0.001;};
    		_dialog = findDisplay 106;
    		_i = 0;
    		while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
    			_i = _i + 1;
    			_dialog = findDisplay 106;
    			if (gear_done) then {sleep 0.001;};
    			if (_i in [100,200,299]) then {
    				closeDialog 0;
    				player action ["Gear", player];
    			};
    			if (_i > 300) exitWith {};
    		};
    		if (gear_done) then {sleep 0.001;};
    		_dialog = findDisplay 106;
    		if ((parseNumber(_this select 0)) != 0) then {
    			ctrlActivate (_dialog displayCtrl 157);
    			if (gear_done) then {
    				waitUntil {ctrlShown (_dialog displayCtrl 159)};
    				sleep 0.001;
    			};
    		};
    		_dialog
    	};
    
    	gear_ui_offMenu = {
    		private["_control","_parent","_menu"];
    		disableSerialization;
    		_control = 	_this select 0;
    		_parent = 	findDisplay 106;
    		if (!(_this select 3)) then {
    			for "_i" from 0 to 9 do {
    				_menu = _parent displayCtrl (1600 + _i);
    				_menu ctrlShow false;
    			};
    			_grpPos = ctrlPosition _control;
    			_grpPos set [3,0];
    			_control ctrlSetPosition _grpPos;
    			_control ctrlShow false;
    			_control ctrlCommit 0;
    		};
    	};
    
    	dze_surrender_off = {
    		player setVariable ["DZE_Surrendered", false, true];
    		DZE_Surrender = false;
    	};
    
    	gear_ui_init = {
    		private["_control","_parent","_menu","_dspl","_grpPos"];
    		disableSerialization;
    		_parent = findDisplay 106;
    		_control = 	_parent displayCtrl 6902;
    		for "_i" from 0 to 9 do {
    			_menu = _parent displayCtrl (1600 + _i);
    			_menu ctrlShow false;
    		};
    		_grpPos = ctrlPosition _control;
    		_grpPos set [3,0];
    		_control ctrlSetPosition _grpPos;
    		_control ctrlShow false;
    		_control ctrlCommit 0;
    	};
    
    	dayz_eyeDir = {
    		private["_vval","_vdir"];
    		_vval = (eyeDirection _this);
    		_vdir = (_vval select 0) atan2 (_vval select 1);
    		if (_vdir < 0) then {_vdir = 360 + _vdir};
    		_vdir
    	};
    
    	DZE_getModelName = {
    		_objInfo = toArray(str(_this));
    		_lenInfo = count _objInfo - 1;
    		_objName = [];
    		_i = 0;
    		// determine where the object name starts
    		{
    			if (58 == _objInfo select _i) exitWith {};
    			_i = _i + 1;
    		} count _objInfo;
    		_i = _i + 2; // skip the ": " part
    		for "_k" from _i to _lenInfo do {
    			_objName set [(count _objName), (_objInfo select _k)];
    		};
    		_objName = toLower(toString(_objName));
    		_objName
    	};
    
    	dze_isnearest_player = {
    		private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
    		if(!isNull _this) then {
    			_nearPlayers = _this nearEntities ["CAManBase", 12];
    			_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
    			_notClosest = false;
    			if (_playerNear) then {
    				// check if another player is closer
    				_playerDistance = player distance _this;
    				{
    					if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
    				} count _nearPlayers;
    			};
    		} else {
    			_notClosest = false;
    		};
    		_notClosest
    	};
    
    	// trader menu code
    	if (DZE_ConfigTrader) then {
    		call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
    	}else{
    		call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
    	};
    	// recent murders menu code
    	call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
    
     Zupa_LoadingMessage = ["Loading up server."];	// innitial message before the server ever sends a message to the client.
    	"PVDZE_Z_LoadMessage" addPublicVariableEventHandler {Zupa_LoadingMessage = _this select 1;};
    
    	//This is still needed but the fsm should terminate if any errors pop up.
         [] spawn {
            private["_timeOut","_display","_control1","_control2"];
            disableSerialization;
            _timeOut = 0;
            dayz_loadScreenMsg = "";
            diag_log "DEBUG: loadscreen guard started.";
            _display = uiNameSpace getVariable "BIS_loadingScreen";
            if (!isNil "_display") then {
                    _control1 = _display displayctrl 8400;
                    _control2 = _display displayctrl 102;
            };
    		if (!isNil "dayz_DisplayGenderSelect") then {
    			waitUntil {!dayz_DisplayGenderSelect};
    		};
    
            // 120 sec timeout (12000 * 0.01)
            while { _timeOut < 12000 } do {
                if (dayz_clientPreload && dayz_authed) exitWith { 
    					diag_log "PLOGIN: Login loop completed!"; 
    					endLoadingScreen;
    				 };
                if (!isNil "_display") then {
                    if ( isNull _display ) then {
                            waitUntil { !dialog; };
                            startLoadingScreen ["","RscDisplayLoadCustom"];
                            _display = uiNameSpace getVariable "BIS_loadingScreen";
                            _control1 = _display displayctrl 8400;
                            _control2 = _display displayctrl 102;
                    };
                     _control1 ctrlSetText format["Server Info: %1 & %2.",Zupa_LoadingMessage select 0 ,dayz_loadScreenMsg];             
                     _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
                };
    			
    	    if( Zupa_LoadingMessage select 0 != "Server running")then{
    		    _timeOut = 0;
    		}else{
                        _timeOut = _timeOut + 1;
    	    };
    
                if (_timeOut >= 12000) then {
                    1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
                    sleep 10;
                    endLoadingScreen;
                    endMission "END1";
                };
    
                sleep 0.01;
            };
         };
    
    	dayz_meleeMagazineCheck = {
                    private["_meleeNum","_magType"];
                    _magType =         ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
                    _meleeNum = ({_x == _magType} count magazines player);
                    if (_meleeNum < 1) then {
                            player addMagazine _magType;
                    };
            };
    
    	dayz_originalPlayer = player;
    
    	progressLoadingScreen 0.8;
    };
    
    	//Both
    	BIS_fnc_selectRandom =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
    	BIS_fnc_vectorAdd =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
    	BIS_fnc_halo =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
    	BIS_fnc_findNestedElement =	compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
    	BIS_fnc_param = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
    
    	fnc_buildWeightedArray = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf";		//Checks which actions for nearby casualty
    	fnc_usec_damageVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf";		//Event handler run on damage
    
    	// object_vehicleKilled =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf";		//Event handler run on damage
    	object_setHitServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_setFixServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_getHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf";			//gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
    	object_setHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf";			//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_processHit =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf";		//process the hit in the REVO damage system (records && sets hit)
    	object_delLocal =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
    	// object_cargoCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf";		//Run by the player || server to monitor changes in cargo contents
    	fnc_usec_damageHandler =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";		//Event handler run on damage
    	fnc_veh_ResetEH = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf";			//Initialize vehicle
    	// Vehicle damage fix
    	vehicle_handleDamage    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    	vehicle_handleKilled    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
    	//fnc_vehicleEventHandler = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf";			//Initialize vehicle
    	fnc_inString = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
    	fnc_isInsideBuilding = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding;
    	fnc_isInsideBuilding2 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding2;
    	fnc_isInsideBuilding3 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding3;
    	dayz_zombieSpeak = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf";			//Used to generate random speech for a unit
    	vehicle_getHitpoints =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
    	local_gutObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf";		//Generated on the server (|| local to unit) when gutting an object
    	local_lockUnlock =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf";		//When vehicle is local to unit perform locking vehicle
    	local_gutObjectZ =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf";		//Generated on the server (|| local to unit) when gutting an object
    	local_zombieDamage = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf";		//Generated by the client who created a zombie to track damage
    	local_eventKill = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf";		//Generated when something is killed
    	//player_weaponCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf";	//Run by the player || server to monitor whether they have picked up a new weapon
    	curTimeStr =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
    	player_medBandage =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
    	player_medInject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
    	player_medEpi =				compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
    	player_medTransfuse =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
    	player_medMorphine =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
    	player_breaklegs =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
    	player_medPainkiller =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
    	world_isDay = 				{if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
    	player_humanityChange =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
    	spawn_loot =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
    	spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
    	// player_projectileNear = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
    	FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
    		private "_pos";
    		_thingy = _this select 0;
    		_pos = getPosASL _thingy;
    		if (surfaceIsWater _pos) then {
    			_thingy setPosASL _pos;
    		} else {
    			_thingy setPosATL (ASLToATL _pos);
    		};
    	};
    	FNC_GetPos = {
    		private "_pos";
    		if (isNil {_this select 0}) exitWith {[0,0,0]};
    		_thingy = _this select 0;
    		_pos = getPosASL _thingy;
    		if !(surfaceIsWater _pos) then {
    			_pos =  ASLToATL _pos;
    		};
    		_pos
    	};
    	local_setFuel =	{
    		private["_qty","_vehicle"];
    		_vehicle = _this select 0;
    		_qty = _this select 1;
    		_vehicle setFuel _qty;
    	};
    	zombie_initialize = {
    		private ["_unit","_position"];
    		_unit = _this select 0;
    		if (isServer) then {
    			_unit addEventHandler ["local", {_this call zombie_findOwner}];
    		};
    		_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
    		_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
    	};
    
    	dayz_EjectPlayer = {
    		// check if player in vehicle
            private ["_noDriver","_vehicle","_inVehicle"];
            _vehicle = vehicle player;
    		_inVehicle = (_vehicle != player);
    		if(_inVehicle) then {
    			_noDriver = ((_vehicle emptyPositions "driver") > 0);
    			if (_noDriver && (speed _vehicle) != 0) then {
    				player action [ "eject", _vehicle];
    			};
    		};
    	};
    
    	player_sumMedical = {
    		private["_character","_wounds","_legs","_arms","_medical"];
    		_character = 	_this;
    		_wounds =		[];
    		if (_character getVariable["USEC_injured",false]) then {
    			{
    				if (_character getVariable[_x,false]) then {
    					_wounds set [count _wounds,_x];
    				};
    			} count USEC_typeOfWounds;
    		};
    		_legs = _character getVariable ["hit_legs",0];
    		_arms = _character getVariable ["hit_arms",0];
    		_medical = [
    			_character getVariable["USEC_isDead",false],
    			_character getVariable["NORRN_unconscious", false],
    			_character getVariable["USEC_infected",false],
    			_character getVariable["USEC_injured",false],
    			_character getVariable["USEC_inPain",false],
    			_character getVariable["USEC_isCardiac",false],
    			_character getVariable["USEC_lowBlood",false],
    			_character getVariable["USEC_BloodQty",12000],
    			_wounds,
    			[_legs,_arms],
    			_character getVariable["unconsciousTime",0],
    			_character getVariable["messing",[0,0]]
    		];
    		_medical
    	};
    
    	//Server Only
    	if (isServer) then {
    		call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
    	} else {
    		eh_localCleanup = {};
    	};
    
    initialized = true; 

     

    Here is my custom server_monitor.sqf:

     

    private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"];
    
    dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
    dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
    
    _hiveLoaded = false;
    
    waitUntil{initialized}; //means all the functions are now defined
    
    diag_log "HIVE: Starting";
    
    waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
    	
    // Custom Configs
    if(isnil "MaxVehicleLimit") then {
    	MaxVehicleLimit = 50;
    };
    
    if(isnil "MaxDynamicDebris") then {
    	MaxDynamicDebris = 100;
    };
    if(isnil "MaxAmmoBoxes") then {
    	MaxAmmoBoxes = 3;
    };
    if(isnil "MaxMineVeins") then {
    	MaxMineVeins = 50;
    };
    // Custon Configs End
    
    if (isServer && isNil "sm_done") then {
    
    	PVDZE_Z_LoadMessage = ["Getting Objects from Hive"];
    	publicVariable "PVDZE_Z_LoadMessage";
    
    	serverVehicleCounter = [];
    	_hiveResponse = [];
    
    	for "_i" from 1 to 5 do {
    		diag_log "HIVE: trying to get objects";
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_hiveResponse = _key call server_hiveReadWrite;  
    		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
    			if ((_hiveResponse select 1) == "Instance already initialized") then {
    				_superkey = profileNamespace getVariable "SUPERKEY";
    				_shutdown = format["CHILD:400:%1:", _superkey];
    				_res = _shutdown call server_hiveReadWrite;
    				diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
    			} else {
    				diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
    			
    			};
    			_hiveResponse = ["",0];
    		} 
    		else {
    			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
    			_i = 99; // break
    		};
    	};
    	
    	_BuildingQueue = [];
    	_objectQueue = [];
    	
    	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
    	
    		// save superkey
    		profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];
    		
    		_hiveLoaded = true;
    	
    		diag_log ("HIVE: Commence Object Streaming...");
    		_key = format["CHILD:302:%1:", dayZ_instance];
    		_objectCount = _hiveResponse select 1;
    		_bQty = 0;
    		_vQty = 0;
    		for "_i" from 1 to _objectCount do {
    			_hiveResponse = _key call server_hiveReadWriteLarge;
    			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
    			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
    				_BuildingQueue set [_bQty,_hiveResponse];
    				_bQty = _bQty + 1;
    			} else {
    				_objectQueue set [_vQty,_hiveResponse];
    				_vQty = _vQty + 1;
    			};
    		};
    		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    	};
    	
    // # NOW SPAWN OBJECTS #
    		_ammountOfObject = count (_BuildingQueue + _objectQueue); 	
    		_theMessage = format ["Spawning %1 objects and vehicles", _ammountOfObject];
    	PVDZE_Z_LoadMessage = [_theMessage];
    	publicVariable "PVDZE_Z_LoadMessage";
            _currentCount = 0;
            _newMileStone = 50;
    		_totalvehicles = 0;
    	PVDZE_EvacChopperFields = [];
    	{
    		_idKey = 		_x select 1;
    		_type =			_x select 2;
    		_ownerID = 		_x select 3;
    
    		_worldspace = 	_x select 4;
    		_intentory =	_x select 5;
    		_hitPoints =	_x select 6;
    		_fuel =			_x select 7;
    		_damage = 		_x select 8;
    		
    		_dir = 0;
    
    		
    		_pos = [0,0,0];
    		_wsDone = false;
    		if (count _worldspace >= 2) then
    		{
    			if ((typeName (_worldspace select 0)) == "STRING") then {
    				_worldspace set [0, call compile (_worldspace select 0)];
    				_worldspace set [1, call compile (_worldspace select 1)];
    			};
    			_dir = _worldspace select 0;
    			if (count (_worldspace select 1) == 3) then {
    				_pos = _worldspace select 1;
    				_wsDone = true;
    			}
    		};	
    		
    		if (!_wsDone) then {
    			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
    			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
    			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
    			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
    		};
    		
    		_vector = [[0,0,0],[0,0,0]];
    		_vecExists = false;
    		_ownerPUID = "0";
    		if (count _worldspace >= 3) then{
    			if(count _worldspace == 3) then{
    					if(typename (_worldspace select 2) == "STRING")then{
    						_ownerPUID = _worldspace select 2;
    					}else{
    						 if(typename (_worldspace select 2) == "ARRAY")then{
    							_vector = _worldspace select 2;
    							if(count _vector == 2)then{
    								if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
    									_vecExists = true;
    								};
    							};
    						};					
    					};
    					
    			}else{
    				//Was not 3 elements, so check if 4 or more
    				if(count _worldspace == 4) then{
    					if(typename (_worldspace select 3) == "STRING")then{
    						_ownerPUID = _worldspace select 3;
    					}else{
    						if(typename (_worldspace select 2) == "STRING")then{
    							_ownerPUID = _worldspace select 2;
    						};
    					};
    			
    			
    					if(typename (_worldspace select 2) == "ARRAY")then{
    						_vector = _worldspace select 2;
    						if(count _vector == 2)then{
    							if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
    								_vecExists = true;
    							};
    						};
    					}else{
    						if(typename (_worldspace select 3) == "ARRAY")then{
    							_vector = _worldspace select 3;
    							if(count _vector == 2)then{
    								if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
    									_vecExists = true;
    								};
    							};
    						};
    					};
    					
    				}else{
    					//More than 3 or 4 elements found
    					//Might add a search for the vector, ownerPUID will equal 0
    				};
    			};
    		};
    		   	   
    		// diag_log format["Server_monitor: [ObjectID = %1]  [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID];
    		
    		if (_damage < 1) then {
    			//diag_log format["OBJ: %1 - %2", _idKey,_type];
    			
    			//Create it
    			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
    			_object setVariable ["lastUpdate",time];
    			_object setVariable ["ObjectID", _idKey, true];
    			if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then {
    			_object setVariable ["plotfriends", _intentory, true];
    			};
    			_object setVariable ["OwnerPUID", _ownerPUID, true];
    			
    			_lockable = 0;
    			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
    				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
    			};
    
    			// fix for leading zero issues on safe codes after restart
    			if (_lockable == 4) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 3) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 2) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["000%1", _ownerID];
    				};
    			};
    
    			if (_lockable == 3) then {
    				_codeCount = (count (toArray _ownerID));
    				if(_codeCount == 2) then {
    					_ownerID = format["0%1", _ownerID];
    				};
    				if(_codeCount == 1) then {
    					_ownerID = format["00%1", _ownerID];
    				};
    			};
    
    			_object setVariable ["CharacterID", _ownerID, true];					
    			clearWeaponCargoGlobal  _object;
    			clearMagazineCargoGlobal  _object;
    			// _object setVehicleAmmo DZE_vehicleAmmo;
    			
    			_object setdir _dir;
    			
    			if(_vecExists)then{
    				_object setVectorDirAndUp _vector;
    			};
    			
    			_object setposATL _pos;
    			_object setDamage _damage;
    			
    //#########################INDESTRUCTIBLE ITEMS####################################
    			if ((typeOf _object) in indestructible) then {
    				_object addEventHandler ["HandleDamage", {false}];
    				_object enableSimulation false;
    			} else {
    				_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    			};
    //##################################################################################	
    
    			if ((typeOf _object) == "HeliHRescue") then {
    				PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object];
    			};
    			
    			if ((typeOf _object) in dayz_allowedObjects) then {
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS#########################
    //				if (DZE_GodModeBase) then {
    //					_object addEventHandler ["HandleDamage", {false}];
    //				} else {
    //					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
    //				};
    //##################################################################################
    				
    				// Test disabling simulation server side on buildables only.
    				_object enableSimulation false;
    				// used for inplace upgrades && lock/unlock of safe
    				_object setVariable ["OEMPos", _pos, true];
    				
    			};
    
    			if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
    				if (_type in DZE_LockedStorage) then {
    					// Fill variables with loot
    					_object setVariable ["WeaponCargo", (_intentory select 0),true];
    					_object setVariable ["MagazineCargo", (_intentory select 1),true];
    					_object setVariable ["BackpackCargo", (_intentory select 2),true];
    				} else {
    
    					//Add weapons
    					_objWpnTypes = (_intentory select 0) select 0;
    					_objWpnQty = (_intentory select 0) select 1;
    					_countr = 0;					
    					{
    						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
    							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
    						};
    						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
    						if (_isOK) then {
    							_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes; 
    				
    					//Add Magazines
    					_objWpnTypes = (_intentory select 1) select 0;
    					_objWpnQty = (_intentory select 1) select 1;
    					_countr = 0;
    					{
    						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
    						if (_x == "ItemTent") then { _x = "ItemTentOld" };
    						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
    						if (_isOK) then {
    							_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes;
    
    					//Add Backpacks
    					_objWpnTypes = (_intentory select 2) select 0;
    					_objWpnQty = (_intentory select 2) select 1;
    					_countr = 0;
    					{
    						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
    						if (_isOK) then {
    							_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
    						};
    						_countr = _countr + 1;
    					} count _objWpnTypes;
    				};
    			};	
    			
    			if (_object isKindOf "AllVehicles") then {
    				{
    					_selection = _x select 0;
    					_dam = _x select 1;
    					if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
    					[_object,_selection,_dam] call object_setFixServer;
    				} count _hitpoints;
    
    				_object setFuel _fuel;
    
    				if (!((typeOf _object) in dayz_allowedObjects)) then {
    					
    					//_object setvelocity [0,0,1];
    					_object call fnc_veh_ResetEH;		
    					
    					if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
    						_object setvehiclelock "locked";
    					};
    					_mags = _object magazinesTurret [0];
    					{
    					_object removeMagazinesTurret [_x,[0]];
    					} forEach _mags;
    
    
    					_mags = _object magazinesTurret [-1];
    					{
    					_object removeMagazinesTurret [_x,[-1]];
    					} forEach _mags;
    					_totalvehicles = _totalvehicles + 1;
    
    					// total each vehicle
    					serverVehicleCounter set [count serverVehicleCounter,_type];
    				};
    				[_object] execVM "\z\addons\dayz_server\compile\Server_DeleteObjInsafezone.sqf";
    			};
    
    			//Monitor the object
    			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
    		};
    		if( _currentCount == _newMileStone)then{ // to reduce bandwith
    			_newMileStone = _newMileStone + 50; // every 50 items loaded refresh message
    			_theMessage = format ["Spawned %1 of %2 objects",_currentCount, _ammountOfObject];
    			PVDZE_Z_LoadMessage = [_theMessage];
    			publicVariable "PVDZE_Z_LoadMessage";
    		};
    		_currentCount = _currentCount + 1;
    	} count (_BuildingQueue + _objectQueue);
    	// # END SPAWN OBJECTS #
    
    	// preload server traders menu data into cache
    	if !(DZE_ConfigTrader) then {
    		_theMessage = "Loading trader data";
    		PVDZE_Z_LoadMessage = [_theMessage];
    		publicVariable "PVDZE_Z_LoadMessage";
    		{
    			// get tids
    			_traderData = call compile format["menu_%1;",_x];
    			if(!isNil "_traderData") then {
    				{
    					_traderid = _x select 1;
    
    					_retrader = [];
    
    					_key = format["CHILD:399:%1:",_traderid];
    					_data = "HiveEXT" callExtension _key;
    
    					//diag_log "HIVE: Request sent";
    			
    					//Process result
    					_result = call compile format ["%1",_data];
    					_status = _result select 0;
    			
    					if (_status == "ObjectStreamStart") then {
    						_val = _result select 1;
    						//Stream Objects
    						//diag_log ("HIVE: Commence Menu Streaming...");
    						call compile format["ServerTcache_%1 = [];",_traderid];
    						for "_i" from 1 to _val do {
    							_data = "HiveEXT" callExtension _key;
    							_result = call compile format ["%1",_data];
    							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
    							_retrader set [count _retrader,_result];
    						};
    						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
    					};
    
    				} forEach (_traderData select 0);
    			};
    		} forEach serverTraders;
    	};
    
    	if (_hiveLoaded) then {
    		//  spawn_vehicles
    		_vehLimit = MaxVehicleLimit - _totalvehicles;
    		_theMessage = format["Spawning %1 new vehicles", _vehLimit];
    		PVDZE_Z_LoadMessage = [_theMessage];
    		publicVariable "PVDZE_Z_LoadMessage";
    		if(_vehLimit > 0) then {
    			diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
    			for "_x" from 1 to _vehLimit do {
    				[] spawn spawn_vehicles;
    			};
    		} else {
    			diag_log "HIVE: Vehicle Spawn limit reached!";
    		};
    	};
    	_theMessage = "Finishing up the server";
    	PVDZE_Z_LoadMessage = [_theMessage];
    	publicVariable "PVDZE_Z_LoadMessage";
    	//  spawn_roadblocks
    	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    	for "_x" from 1 to MaxDynamicDebris do {
    		[] spawn spawn_roadblocks;
    	};
    	//  spawn_ammosupply at server start 1% of roadblocks
    	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    	for "_x" from 1 to MaxAmmoBoxes do {
    		[] spawn spawn_ammosupply;
    	};
    	// call spawning mining veins
    	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    	for "_x" from 1 to MaxMineVeins do {
    		[] spawn spawn_mineveins;
    	};
    
    	if(isnil "dayz_MapArea") then {
    		dayz_MapArea = 10000;
    	};
    	if(isnil "HeliCrashArea") then {
    		HeliCrashArea = dayz_MapArea / 2;
    	};
    	if(isnil "OldHeliCrash") then {
    		OldHeliCrash = false;
    	};
    
    	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    	if(OldHeliCrash) then {
    		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    	};
    	if (isDedicated) then {
    		// Epoch Events
    		_id = [] spawn server_spawnEvents;
    		// server cleanup
    		[] spawn {
    			private ["_id"];
    			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
    			waitUntil {!isNil "server_spawnCleanAnimals"};
    			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
    		};
    
    		// spawn debug box
    		_debugMarkerPosition = getMarkerPos "respawn_west";
    		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
    		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
    		_vehicle_0 setPos _debugMarkerPosition;
    		_vehicle_0 setVariable ["ObjectID","1",true];
    
    		// max number of spawn markers
    		if(isnil "spawnMarkerCount") then {
    			spawnMarkerCount = 10;
    		};
    		actualSpawnMarkerCount = 0;
    		// count valid spawn marker positions
    		for "_i" from 0 to spawnMarkerCount do {
    			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
    				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    			} else {
    				// exit since we did not find any further markers
    				_i = spawnMarkerCount + 99;
    			};
    			
    		};
    		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
    		_theMessage = format["Server running", _vehLimit];
    		PVDZE_Z_LoadMessage = [_theMessage];
    		publicVariable "PVDZE_Z_LoadMessage";
    		
    		endLoadingScreen;
    	};
            [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
            [] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf"; 
    	allowConnection = true;	
    	sm_done = true;
    	publicVariable "sm_done";
    };
    
    if (isServer && (isNil "EvacServerPreload")) then {
        publicVariable "PVDZE_EvacChopperFields";
        
        ON_fnc_evacChopperFieldsUpdate = {
            private ["_action","_targetField"];
            _action = _this select 0;
            _targetField = _this select 1;
            
            if (_action == "add") then {
                PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];
            };
            
            if (_action == "rem") then {
                PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];
            };
            
            publicVariable "PVDZE_EvacChopperFields";
        };
    
        "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};
    
        EvacServerPreload = true;
    };
     

     

    I then added the new compiles.sqf to my init.sqf above the custom one:

     

    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";		        //Compile regular functions
    call compile preprocessFileLineNumbers "Fixes\compiles.sqf";                                    //Zupa's Server Loading
    call compile preprocessFileLineNumbers "Functions\compiles.sqf";                                //Custom Compiles
    progressLoadingScreen 0.5; 

     

    The server loads fine with no problems, but I don't see Zupa's messages. There are no errors in my RPT file either, that is why I am stumped. Any help would be great, thank you!

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";         //Compile regular functions

    This line delete and all be fine

  5. No probs! If you got any errors you can always post them as you did here, and I'll probably see it and help you ;)

    Have same error,but i have that file! where the problem? 

    and i can play on the server!

    and its not vilayer!

    Error:

    22:40:03 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"

  6. Have the magic problem :

    Error

    1:17:17 Error Undefined variable in expression: _inventory

    1:17:17 File z\addons\dayz_server\compile\server_updateObject.sqf, line 84
    1:17:17 Error in expression if (str(_inventory) != _previous) then {
    _object>
    1:17:17 Error position: <_inventory) != _previous) then {
    _object>
    1:17:17 Error Undefined variable in expression: _inventory
    1:17:17 File z\addons\dayz_server\compile\server_updateObject.sqf, line 84
    1:17:17 Error in expression if (str(_inventory) != _previous) then {
    _object>
    1:17:17 Error position: <_inventory) != _previous) then {
    _object>
    1:17:17 Error Undefined variable in expression: _inventory
    1:17:17 File z\addons\dayz_server\compile\server_updateObject.sqf, line 84
    1:17:17 Error in expression if (str(_inventory) != _previous) then {
    _object>
    1:17:17 Error position: <_inventory) != _previous) then {
    _object>
    1:17:17 Error Undefined variable in expression: _inventory
    1:17:17 File z\addons\dayz_server\compile\server_updateObject.sqf, line 84
    1:17:17 Error in expression if (str(_inventory) != _previous) then {
    _object>


     

     

    With that settings and WORKING Managment!
    settings

    _object_inventory = {


    private["_inventory","_previous","_key"];
    _isNormal = true;
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
    _isNormal = false;
    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if (typeOf (_object)in DZE_DoorsLocked) then{
    _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };

    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object
    ];
    };

    _previous = str(_object getVariable["lastInventory",[]]);
    if (str(_inventory) != _previous) then {
    _object setVariable["lastInventory",_inventory];
    if (_objectID == "0") then {
    _key = format["CHILD:309:%1:%2:",_uid,_inventory];
    } else {
    _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
    };
    //diag_log ("HIVE: WRITE: "+ str(_key));
    _key call server_hiveWrite;
    };
    };

    and Haven`t EROR (Mangment Work incorrect) with that
    settings

    _object_inventory = {


    private["_inventory","_previous","_key"];
    _isNormal = true;
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
    _isNormal = false;
    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
    };
    if (typeOf (_object)in DZE_DoorsLocked) then{
    _isNormal = false;
    _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
    };

    if(_isNormal)then {
    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object
    ];


    _previous = str(_object getVariable["lastInventory",[]]);
    if (str(_inventory) != _previous) then {
    _object setVariable["lastInventory",_inventory];
    if (_objectID == "0") then {
    _key = format["CHILD:309:%1:%2:",_uid,_inventory];
    } else {
    _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
    };
    //diag_log ("HIVE: WRITE: "+ str(_key));
    _key call server_hiveWrite;
    };
    };
    };

  7. And small code by Green Mount message quest sude:

    This code non full. Atmospher side only I make this code special for use to WAI. And need help for transofrmation it to quest. 

    (this not realise:( need help)

    1) add radio item for WAI bots specnaz (on app post);

    2) if player have radio_item spawn radist AI (random span 150-200 m around green mountain) and if player search it  (1-2 m around radist) play surrander animation radist bot.

    and add palyer humanity, and any not use quest item:) after radis clear

    3) add trader on hero camp dialog chage humanity for skv.  Delete Skv on any drop, mission, trader.

     

    this realise and good work on my server:

     

    For installation you must 

     

    1) make folders on you mission folder  sounds: for sound and fixes: for scripts

    2) search message Green Mount in google download and covert to .ogg and place on this folder:  (who do not know was a legend (IMHO fake) and that that if you come to a green hill at night and have a device with item_radio you hear a transmission on the radio ....) www.youtube.com/watch?v=PzMwtRalxbw (warning! on end this file screame)

    someone thought it coordinates towers, someone said it was Morse code, as people did not run with the radio, no one has heard this message :) but not my server (even there until the radio is not necessary). Actually no one bothers to find the English version of the email, and put it the same way.

     

    4) Edit description.ext

    search string  class CfgSounds.. if you not search it - just make. You see in my description sound part organize:

    // **** START SOUNDS MOD IMPLANT ****
    class CfgSounds
    {
     sounds[] = {};
     class playerSnoring
    	{
    	name = "playerSnoring";
    	sound[] = {"sounds\playerSnoring.ogg", 1, 1}; //sleep script
    	titles[] = {};
    	};
     class drink_water
    	{
    	name="drink_water";
    	sound[] = {"sounds\drink_water.ogg", 1, 1};  //dring script
    	titles[] = {};
    	};
     class geiger1
    	{
    	name = "geiger1_sound";
    	sound[] = {"sounds\geiger.ogg", 1, 1};  //radioactive base script
    	titles[] = {};
    	};
     class mournful1
    	{
    	name = "mournful1_sound";
    	sound[] = {"sounds\mournful.ogg", 1, 1};  //suicide script
    	titles[] = {};
    	};
     class voy1
    	{
    	name = "voy1_sound";
    	sound[] = {"sounds\voy.ogg", 1, 1};  //wolf on mountain script
    	titles[] = {};
    	};
     class gm1
    	{
    	name = "gm1_sound";
    	sound[] = {"sounds\gm1.ogg", 1, 1};  //green mountain message script
    	titles[] = {};
    	};
    
    };
    // ----------------------------- \ SOUNDS / ----------------------
    // **** END SOUNDS MOD IMPLANT ****
    // **** END COPY AND PASTE LINES ****
    
    

    5) Insert on mission.sql on mission folder (like ini.sqm) in sensor block. Warning! class item need you last number (5 like me)

    		class Item5
    			{
    			position[]={3713.0791,0,5980.7466};
    			a=50;
    			b=50;
    			activationBy="WEST";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			name="RadZone1";
    			expCond="(vehicle player) in thislist;";
    			expActiv="RadZone1 = [] execVM ""fixes\gmessage.sqf"";";
    			expDesactiv="terminate RadZone1; titleText [""Вы вышли из радиуса приема"", ""PLAIN DOWN"", 3];";
    			class Effects
    			{
    			titleType="TEXT";
    			titleEffect="PLAIN DOWN";
    			title="Вы находитесь в аномальной зоне!";
    			};
    		};
    
    

     

    6) make file green mount:

    mission folder..... fixes\gmessage.sqf

    waitUntil {!isNull player};
    playSound "gm1";
    titleText ["Incoming: Morze: We are no longer alive....", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["STOP This message will play every hour!", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["if operators are no longer responsive STOPMESSAGE", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    r_player_cardiac = true;
    titleText ["Внимание! Мы не смогли выжить!", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["Если оператор перестанет реагировать, ", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["трансляция этого сообщения окончится ", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["Территория поражена неизвестным вирусом!", "PLAIN DOWN", 3]; titleFadeOut 4;
    sleep 10;
    titleText ["Товарищи не приходите сюда, не приезжайте сюда. Прощайте!", "PLAIN DOWN", 3]; titleFadeOut 4;
    playSound "voy1";
    r_player_injured = true;
    

    in this file true activate audio message for trigger and make subs for russian and eglish.  wolf sound on and make dramatic atmosfer:) (night real terrible)

     

    :)

     Please if U have this sounds give me link or upload anywhere! Thanks!

  8. 21:00:04   Error Undefined variable in expression: _iclass
    21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
    21:00:04 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    21:00:04   Error position: <select _index;
    [_itemType select 0, _ite>
    21:00:04   Error Zero divisor
    21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
    21:00:04 Error in expression <t 2;
    _radius = _this select 3;
     
    switch (_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error position: <_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error Undefined variable in expression: _iclass
    21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
    21:00:04 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    21:00:04   Error position: <select _index;
    [_itemType select 0, _ite>
    21:00:04   Error Zero divisor
    21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
    21:00:04 Error in expression <t 2;
    _radius = _this select 3;
     
    switch (_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error position: <_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error Undefined variable in expression: _iclass
    21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
    21:00:04 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    21:00:04   Error position: <select _index;
    [_itemType select 0, _ite>
    21:00:04   Error Zero divisor
    21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
    21:00:04 Error in expression <t 2;
    _radius = _this select 3;
     
    switch (_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error position: <_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error Undefined variable in expression: _iclass
    21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
    21:00:04 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    21:00:04   Error position: <select _index;
    [_itemType select 0, _ite>
    21:00:04   Error Zero divisor
    21:00:04 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
    21:00:04 Error in expression <t 2;
    _radius = _this select 3;
     
    switch (_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error position: <_iClass) do
    {
    default
    {
     
    _item = createV>
    21:00:04   Error Undefined variable in expression: _iclass
    21:00:04 File z\addons\dayz_code\compile\spawn_loot.sqf, line 9
    21:00:04 Error in expression <s select _index;
    _itemType = _itemTypes select _index;
    [_itemType select 0, _ite>
    21:00:04   Error position: <select _index;
    [_itemType select 0, _ite>
    21:00:04   Error Zero divisor
    ANY IDEAS  ?
  9. arma ORP
    _unit = _unitGroup createUnit [_aiskin, [(_position select >
    23:06:04   Error position: <createUnit [_aiskin, [(_position select >
    23:06:04   Error Type Any, expected Number
    23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
    23:06:04 Error in expression <{
    _aiskin = _skin
    };
    _unit = _unitGroup createUnit [_aiskin, [(_position select >
    23:06:04   Error position: <createUnit [_aiskin, [(_position select >
    23:06:04   Error Type Any, expected Number
    23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
    23:06:04 Error in expression <{
    _aiskin = _skin
    };
    _unit = _unitGroup createUnit [_aiskin, [(_position select >
    23:06:04   Error position: <createUnit [_aiskin, [(_position select >
    23:06:04   Error Type Any, expected Number
    23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
    23:06:04 Error in expression <{
    _aiskin = _skin
    };
    _unit = _unitGroup createUnit [_aiskin, [(_position select >
    23:06:04   Error position: <createUnit [_aiskin, [(_position select >
    23:06:04   Error Type Any, expected Number
    23:06:04 File z\addons\dayz_server\WAI\compile\SpawnGroup.sqf, line 53
    23:06:04 Error in expression <{
    _aiskin = _skin
    };
     
    My setings 
    [[8619.95,4733.77,0], //position
    4,                              //Number Of units
    1,                             //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    2,                          //Primary gun set number. "Random" for random weapon set.
    4,                             //Number of magazines
    "",                             //Backpack "" for random or classname here.
    "Bandit2_DZ",         //Skin "" for random or classname here.
    1                          //Gearset number. "Random" for random gear set.
    ] call spawn_group;
     
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