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  1. Hi, This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6+ server and just "works". Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure. GitHub link with install instructions: https://github.com/oiad/ZSC Tested as working on a blank Epoch 1.0.6+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. No global banking. Install: This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible. This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
  2. Hello everyone, [2/26/2017] This is the official release of our new Arma 2 DayZ Epoch Mod Server. My design goal was to try to re-create the difficulty and fulfillment that players used to get when they achieved goals in DayZ. With that being said, I also wanted to implement some core features that I used on other servers throughout the years. This means that; GOOD loot is more difficult to find (unless you try to do missions), strong rifles and snipers cost more, the best armed vehicles cost more (GPK, ARMSUV, Helis), base building materials cost more, AI missions are more difficult, and the server is overall "less-militarized" than most you will find nowadays. But, don't mistake "less-militarized" as meaning there isn't loot, there are a few added barracks around the map to help balance the desire of experiencing the entire map of Chernarus, and not just always go to the same place because it has all the loot. My server currently has a website in development, as well a Teamspeak 3 which will be purchased in the future. Our admin list is small, but loyal. As for myself, I have been a head Admin on four DayZ servers which include both Epoch and Overpoch mods over the past 4 years. In total, there are 4 admins (including myself). We look forward to starting a new DayZ gaming community and taking in suggestions and recommendations from those who play on our server. If you would like to see what we have to offer, feel free to read the features below, read the image, or join us in-game! I look forward to seeing everyone who wants to join! Have a nice day. SERVER IP: 162.248.247.14:3802 FEATURES: High FPS, better server performance throughout the entire restart! Deploy Bike + Mozzie Mozzie parts can be found on AI sometimes! Advanced Trading Tow/Lift View Distance (right click binocs) Earplugs (Press F1) , Auto Run (Press 0), Group Management (Press F5) Refuel/Rearm/Repair (Costs money) Custom AI Missions, Custom Advanced Bandit/Hero Trader in the future Coastal Spawns (Encourages moving north into the map) Few added barracks and military loot locations Airplane/Helicopter trader at northeast Bandit/Hero/Wholesalers/Aircraft Traders are NOT safezones Stary/Bash/Klen are safezones Strongest vehicles are GPK/ARM SUV/BLACKHAWK/VENOM/VODNIK (Just how old Epoch used to be) SnapBuilding and Vector Building No Building within 750 meters of military loot locations or Safezones (Helps prevent players from building bases to camp crucial loot locations that players need to use!) Walking Zombies Re-balanced Buy/Sell amounts of everything in the server (Still in-progress, takes a very long time!) No base takeovers, but raids and looting are allowed! (No plot pole removal!) Higher Level Bandit/Hero Traders in the future! Humanity Skin Loadouts on spawn (coming in the future) More features to come! Looking forward to receiving player input! Teamspeak and official website coming soon!
  3. NOTICE For those who want to use this in 1.0.6 The tools are partially updated for the new release. Most features are working so far and it can be downloaded from here (follow the readme for install): https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch IMPORTANT: Under NO circumstances should you download this tool from a different source. I have been notified of numerous virus downloads listed as my work (usually second page of google and farther). I have petitioned to have all of the ones I know of blacklisted and have sent virus profiles to all major antivirus companies. If you find a .exe in any work claiming to be mine, it is a virus and should be shredded. Please only download from MY github link or the links in this post. My github repo will NEVER be removed and if I leave the project and someone wishes to take over, they will be given rights to the repo. Features: For help with Administration: Multiple Admin levels Spectate players "Display code" for locked vaults/doors "Create key" for vehicles with lost keys Force lock and unlock vehicles without keys Base Destruction - Destroy all buildables/vehicles within a customizable radius Spawnable crates with weapons, items, and supplies Spawn locked or temporary vehicles via the menu or a custom-made graphical vehicle menu (screenshot) Other features: Godmode Teleport self (or others to you) Flying Invisibility Delete and repair/refuel vehicle on crosshairs ESP - display players, zombies, safes, tents, vehicles, and AI on the map ...and more! Installation, changes, additional information, FAQ, credits, issues and everything else can be found at the project page on Github: Epoch Admin Tools on GitHub Click here for an install tutorial video for the tool I have been informed that some places block GitHub, so here are direct links hosted by me: Newest full release: https://www.dropbox.com/s/pjvj07u5yemo7we/Epoch-Admin-Tools-master.zip?dl=0 Beta build: https://www.dropbox.com/s/xm6t1k3gvp3t8ex/Epoch-Admin-Tools-TestBranch.zip?dl=0 If you have an improvement you would like to add, make a pull request and make these tools even better! Error Reporting: BEFORE posting an issue on Github or on this forum: If you think you might have installed it incorrectly, follow the YouTube Video Install Tutorial Try reinstalling the tool. You more than likely missed something important. Do a quick search on this forum for a fix to your problem. Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting. If your problem persists after doing the above: Open your arma2oaserver.rpt file in a text editor and copy/paste the RPT log into Pastebin and post your issue in this forum with the rpt log. If you post something like "It doesn't work" I will not acknowledge you. Not giving all possible details in the first post simply makes it take longer to resolve and will waste everyone's time. I am hard pressed for time these days so if you won't take the initiative to provide information, I won't ask for it either. I am not trying to be mean, but I am quite tired of getting 5 or less word posts that provide no information other than this person has some kind of problem somewhere on their server that may or may not be related to this mod. If the problem you are posting is a bug and not a general install problem then post it to this forum AND to the github issues page. I have been asked by someone if they can donate to the project so I am adding the link here. I have invested a good deal of time into this so if you find it useful please give a little donation. (DONATE) I also accept Crypto Currency: Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b A sincere thanks to those who made a monetary contribution to this project.: calamity, CRHASH, BMovieQueen, zixxel, 8BitSigdom, Anarior, f3cuk, Caveman1, Nathan, [member=WootyWoop], [member=Terrance Smith] Please leave your name in a note if you donate so that I can list you above.
  4. Hi, Since Zabn is MIA I have updated his Take Clothes script to 1.0.6 compatible. (original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/) (original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/) Github with install instructions and download location: https://github.com/oiad/TakeClothes
  5. Hello everyone, I was wondering if OverPoch with Epoch 1.0.6 is possible? Thanks
  6. Hi, Here's my version of @OtterNas3 vehicle key changer. It was subsequently modified by @Grahame for epoch 1.0.6. This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming. * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/ * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/ Github link with install directions: https://github.com/oiad/vkc
  7. thought i had everything figured out. but after getting vectors to finally work it seems to have messed up door manage. ive included a link to my server RPT. If anyone could take a look and point me in the right direction id appreciate it. https://www.dropbox.com/s/73mkwstli1heywp/arma2oaserver.RPT?dl=0
  8. So, as many will know, there is an issue in A2Epoch (possibily from DayZ) in the unique identifier generation not always producing unique identifiers. What is the unique identifier and how is it used ?. Epoch uses two object identifiers. ObjectID ObjectUID ObjectID is generated by the MySQL DB backend. ObjectUID is generated within the ARMA 2 game world via SQF code. Why two identifiers ?. For some reason... there is only one HiveExt.dll call to get the ObjectID for an object in the DB. This call is the one used to load all the DB objects in to ARMA. The offshoot of this is that when a new object is created and saved to the DB, the DB creates a unique objectID but this objectID cannot get back to the ARMA 2 game world until the ARMA 2 server process is restarted and all the objects are then read from the DB again. To get around this, the ObjectUID is created when a new object is created in the game world. This is used to reference the object in the game world and on the DB if the ARMA 2 engine does not know the DB assigned ObjectID. So, what is the problem ?. Whilst the code to generate a unique objectUID looks fairly good, it does not always create a unique ID. THis means that manipulation of any new objects that have not yet got an objectID in the game world (ie. created after the last server restart) but having an objectUID that matches the objectUID of an object currently in the DB will cause all sorts of problems. How is the objectUID calculated currently ?. There are three functions used to calculate the objectUID currently (all defined in server_functions.sqf). dayz_objectUID - No longer used it seems. dayz_objectUID2 - Used for objects objectUID generation. dayz_objectUID3 - Used for vehicle objectUID generation. dayz_objectUID just works out the required input parameters and then calls dayz_objectUID2. dayz_objectUID2 generates the objectUID for the object by applying the following calculation. x,y,z coords each multiplied by 10. Results made positive if required by multiplying by -10 and rounded to a whole number. 3 numbers are concatenated together (X + Y + Z). The objects direction (in degrees) after rounding is then concatenated to the result. dayz_objectUID3 does the same but adds the mission time (time in seconds since the ARMA 2 mission was started) to the direction value before adding it to the result for the x/y/x/ * 10 part. Worked example for dayz_objectUID2 Worldspace = [351.545[11079.8,11834.3,-0.380997]] = X = 11079.8 * 10 = 110798 Y = 11834.3 * 10 = 118343 Z = -0.380997 * 10 = -3.80997 * -10 (make positive) = 38.0997 round = 38 DIR = 351.545 rounded = 352 = concat 110798 + 118343 + 38 + 352 Calculated objectUID 11079811834338352 Stored ObjectUID 11079811834338352 So why is it not random ?. A set of coodinates ( [dir,[x,y,z]] ) for an object of [0,[1,1,10]] will produce the same result as a set of coordinates of [0,[1,10,1]]. The uniqueness plays on the probability of combination resulting in the same onjectUID being generated as unlikely. The more items you have in your DB then the more likely it is to happen. Ok, so what can we do about it ?. So this is the purpose of this thread. Both to highlight the issues to those who were not aware and to have a discussion on peoples thoughts on a better solution. I am curious as to why the code does not start at 0 and each time a objectUID is needed it just increments (possibly by 2 / 5 / 10). A server global variable could hold the current value and be populated on server restart by the highest objectUID found in the loaded objects. The only issue I can see is if multiple requests for a new objectUID resulted in the same objectUIDs being given out to multiple requestors as the global 'current objectUID' variable cannot be updated quickly enough. Presumabily that ould be managed by a basic schedualing system enforcing a FIFO queue so each request could be processed one at a time. Any other thoughts or observations ?. I am hoping we can all come up with a better solution that does not require any custom .dlls or DB table changes. Good news is that any new generation system should be pretty easy to plugin to Epoch. Over to you...
  9. I setup a new EPOCH 1.0.5.1 ARMA 2 server using this guide: Arguably the best guide I have seen to date explaining pretty much everything to get it actually operational. Mine is actually running, but I have (so far) 2 issues: 1. How do I get to 1.0.6? 2. The server is having trouble consistently writing to the DB and I cant find any real issues stemming from an issue with the DB... I setup a new EPOCH 1.0.4 ARMA 3 server using this guide: and "out of the box" it runs, but thats about it. I fresh spawn everytime and Im not sure where to modify the profiles so that you can be 3rd person and have a weapon crosshair. When I fresh spawn it looks like you are spawned beneath the world and you cannot see anyone else who spawns. I dont see any zombies, loot drops or vehicles. So with ARMA 3 EPOCH, I need a few more pointers on what I need to do to get this playable. I think it may be due to the fact that theres no DB. Still working on this as well. Id like to add that the linux game server manager web site is pretty decent at insatlling an arma3 server. My problem with that is trying to get Exile or Epoch running on it. Any ideas there would be GREAT! I would appreciate ANY help and I have a Teamspeak server if you would like to talk voice to help me in real time. Please PM me for details. Thanks! DEATH
  10. Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch 1.0.6) and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH 1.0.6* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
  11. New overpoch chern server up and running. We have a year subscription and aren't going anywhere anytime soon! Our skilled developers have 99.9% of the issues ironed out, people are really enjoying it. Admins are usually always on and very friendly! we're Fully militarized (no jets). 162.248.247.14:3802
  12. DEPLOYABLE BIKE 2.8.2 all of this information is available in an easier-to-read format on github pages>> version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz! version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde! FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6 Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables. Really, it can be used to deploy just about anything. See the configuration section below. For some samples of what it can do, check out this gallery on imgur Installation download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning: due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people). Adding Your Own Custom Actions If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page. The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions. * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon. Configuration This addon is highly configurable, you can deploy just about anything, not just bikes. open addons\bike\config.sqf and edit the array to add your own deployables. DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry) DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier): parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages) format (note no comma after last array entry) DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ]; array parameters parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _class | class name of the item you want to replace the name of | string | "Notebook" _name | new name to display when right clicking | string | "Macbook Pro" Change Log version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1 | fix a bug where preview items would sometimes disappear 2.5.0 | now uses a modified epoch building system to deploy the objects 2.4.3 | better click actions build conflict detection 2.4.2 | updated for new click actions handler build 2.4.1 | fixed deployables spawning in locked after restart 2.4.0 | multi-part deployables. yay! 2.3.1 | big fix on packing temp objects 2.3.0 | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables 2.2.1 | positioning fix for deployed items 2.2.0 | option for clearing cargo of spawned items 2.1.0 | change way dependency call is made, only one line needed in init.sqf now for setup 2.0.0 | major update, allow multiple deployables, pretty much any class 1.1.0 | configuration options / code optimization 1.0.0 | release Issues/FAQ 1) people are getting kicked for createvehicle restriction when building a stone wall open your battleye filter createvehicle.txt and change this line 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this: 5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  13. Solution? I got game working by simply making a copy of my files (to backup) and put in the newest server files (1.6.0's) in with the 1.5.0 server and it's working! Greetings epoch mod! I have gone through hell and back trying to get this dammed server to work for nearly two days and I have reached a point where I have gone above the hive error reads by downloading and putting in an official hiveext.dll (some odd reason I didn't have one with any of the files I downloaded) and alas something new had happened! Yet this came to another issue in which I have not been able to find out, below Is my rpt ^^ however it quite seems to be a hive bug with dupe ids? When I try to join my server it'll take an agonizing amount of time, often the numbers on the bottom right of the clients screen take 5ish minutes then they are returned back to the menu. I have tried removing the hive and reinstalling it with mysql yet to no avail it does the same, I am trying to run 1.0.5.1 with Namalsk, any solutions would be much appreciated! >My RPT file, ===================================================================== == E:\SteamLibrary\steamapps\common\Namalsk\arma2oaserver.exe == "E:\SteamLibrary\steamapps\common\Namalsk\arma2oaserver.exe" -port=2302 "-config=instance_15_namalsk\config.cfg" "-cfg=instance_15_namalsk\basic.cfg" "-profiles=instance_15_namalsk" -name=instance_15_namalsk "[email protected];@DayZ_Epoch;@DayZ_Epoch_Server;" ===================================================================== Exe timestamp: 2017/01/31 18:11:31 Current time: 2017/02/12 09:29:12 Version 1.63.131129 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/ Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/ Updating base class ->Default, by nst\ns2\config.bin/CfgWeapons/ItemCore/ Updating base class ->House, by nst\ns\config.bin/CfgVehicles/Land_Fire/ Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/1Rnd_HE_M203/ 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 ->Pistol, by ca\weapons\config.bin/cfgWeapons/Makarov/ 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 ->Rifle, by ca\weapons\ak\config.bin/cfgWeapons/AK_BASE/ Updating base class Mode_SemiAuto->Single, by ca\weapons\ak\config.bin/cfgWeapons/AKS_BASE/Single/ Updating base class Mode_Burst->Burst, by ca\weapons\ak\config.bin/cfgWeapons/AKS_BASE/Burst/ Updating base class Mode_FullAuto->FullAuto, by ca\weapons\ak\config.bin/cfgWeapons/AKS_BASE/FullAuto/ Updating base class Mode_SemiAuto->Single, by ca\weapons\ak\config.bin/cfgWeapons/AK_107_BASE/Single/ Updating base class Mode_Burst->Burst, by ca\weapons\ak\config.bin/cfgWeapons/AK_107_BASE/Burst/ Updating base class Mode_FullAuto->FullAuto, by ca\weapons\ak\config.bin/cfgWeapons/AK_107_BASE/FullAuto/ Updating base class ->AK_47_M, by ca\weapons\ak\config.bin/cfgWeapons/AK_47_S/ Updating base class TalkTopics->TalkTopics, by ca\characters2\config.bin/CfgVehicles/SoldierEB/TalkTopics/ Updating base class TalkTopics->TalkTopics, by ca\characters2\config.bin/CfgVehicles/SoldierWB/TalkTopics/ Updating base class TalkTopics->TalkTopics, by ca\characters2\config.bin/CfgVehicles/SoldierGB/TalkTopics/ 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 ->Mi17_base, by ca\air\config.bin/CfgVehicles/Mi17_Civilian_base_Ru/ 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 ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Residential/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Industrial/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Farm/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Supermarket/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/HeliCrash/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Hospital/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Military/ Updating base class ->Default, by z\addons\dayz_code\config.bin/CfgBuildingLoot/MilitarySpecial/ Updating base class ->Residential, by z\addons\dayz_code\config.bin/CfgBuildingLoot/Church/ 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_baf\config.bin/cfgWeapons/L85A2_base_BAF/ Updating base class ->ReammoBox_EP1, by ca\weapons_baf\config.bin/CfgVehicles/Bag_Base_BAF/ 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/ Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/ Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/ 9:29:20 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 9:29:21 Connected to Steam servers 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:02 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:03 Server error: Player without identity Winrar (id 1079039536) 9:30:20 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 9:30:20 "DayZ Epoch: MPframework inited" 9:30:22 Strange convex component14 in nst\ns\misc\jerab\velkyjerab.p3d:geometryView 9:30:22 Strange convex component15 in nst\ns\misc\jerab\velkyjerab.p3d:geometryView 9:30:22 Strange convex component16 in nst\ns\misc\jerab\velkyjerab.p3d:geometryView 9:30:22 Strange convex component17 in nst\ns\misc\jerab\velkyjerab.p3d:geometryView 9:30:23 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:23 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 9:30:31 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 9:30:31 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 9:30:31 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 9:30:32 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 9:30:32 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 9:30:34 "Res3tting B!S effects..." 9:30:35 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 9:30:37 No owner 9:30:38 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 9:30:38 "HIVE: Starting" 9:30:38 "HIVE: trying to get objects" 9:30:38 "HIVE: found 244 objects" 9:30:38 "HIVE: Commence Object Streaming..." 9:30:38 "HIVE: got 0 Epoch Objects and 244 Vehicles" 9:30:41 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 9:30:41 UH1Y_DZE: ObsGun - unknown animation source ObsGun 9:30:42 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 9:30:42 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 9:31:03 "HIVE: Spawning # of Vehicles: 60" 9:31:03 "HIVE: Spawning # of Debris: 500" 9:31:03 "HIVE: Spawning # of Ammo Boxes: 3" 9:31:03 "HIVE: Spawning # of Veins: 50" 9:31:03 "Total Number of spawn locations 11" 9:31:03 "DEBUG: Too many vehicles at [4828.51,10903.8]" 9:31:03 "DEBUG: Too many vehicles at [6776.11,6002.33]" 9:31:03 "DEBUG: Too many vehicles at [8981.06,10618.6]" 9:31:10 "PUBLISH: Attempt 258c10c0# 200475: suv.p3d" 9:31:10 "HIVE: WRITE: "CHILD:308:15:SUV_Blue:0:0:[87,[8274.86,10536.3,0.0116758]]:[]:[["wheel_1_1_steering",0.796731],["wheel_1_2_steering",0.46472],["wheel_2_1_steering",0.0306664],["wheel_2_2_steering",0.267991],["palivo",0.453444],["motor",0.0911591],["glass1",0.656691],["glass2",0.0985197],["glass3",0.427751],["glass4",0.876355],["sklo predni P",0.638898],["sklo predni L",0.75021],["karoserie",0.621025],["wheel_1_4_steering",0.73714],["wheel_2_4_steering",0.0156824],["wheel_1_3_steering",0.592662],["wheel_2_3_steering",0.839629]]:0.0976614:82749105363087:"" 9:31:15 "DEBUG: Too many vehicles at [7219.09,6734.9]" 9:31:25 "PUBLISH: Attempt 257f6080# 200503: an2.p3d" 9:31:25 "HIVE: WRITE: "CHILD:308:15:AN2_DZ:0:0:[51,[7465.62,11734.4,1.52747]]:[]:[["glass1",0.592667],["glass2",0.508282],["glass3",0.855961],["glass4",0.800559],["telo",0.0247609]]:0.260099:746561173441551:"" 9:31:33 "DEBUG: Too many vehicles at [5683.65,9837.82]" 9:31:33 "DEBUG: Too many vehicles at [6254.52,9357.46]" 9:31:41 "DEBUG: Too many at [5961.86,6694.26]" 9:31:43 "DEBUG: Too many vehicles at [5218.28,8963.85]" 9:31:43 "DEBUG: Too many vehicles at [9011.96,10197.3]" 9:31:48 "DEBUG: Too many at [7245.92,7084.58]" 9:31:50 "PUBLISH: Attempt 257f50c0# 200561: tractor_2.p3d" 9:31:50 "HIVE: WRITE: "CHILD:308:15:tractor:0:0:[44,[7888.36,10663.4,0.372078]]:[]:[["motor",0.935238],["sklo predni P",0.608498],["sklo predni L",0.97843],["karoserie",0.153157],["palivo",0.437576],["wheel_1_1_steering",0.11775],["wheel_2_1_steering",0.274676],["wheel_1_4_steering",0.337791],["wheel_2_4_steering",0.323735],["wheel_1_3_steering",0.417102],["wheel_2_3_steering",0.0159481],["wheel_1_2_steering",0.774973],["wheel_2_2_steering",0.733146],["glass1",0.377371],["glass2",0.863493],["glass3",0.340442],["glass4",0.701744]]:0.0456936:78884106634444:"" 9:31:50 "EPOCH EVENTS INIT" 9:31:51 "DEBUG: Too many at [7854.88,7763.68]" 9:31:55 "DEBUG: Too many at [6761.07,6373.32]" 9:31:55 "DEBUG: Too many vehicles at [5708.13,10061.2]" 9:31:55 "DEBUG: Too many vehicles at [6483.73,9256.38]" 9:31:55 "DEBUG: Too many vehicles at [4503.15,11168.3]" 9:31:56 "DEBUG: Too many vehicles at [3600.41,6868.02]" 9:31:56 "HIVE: WRITE: "CHILD:388:78884106634444:"" 9:31:56 "CUSTOM: Selected "247"" 9:31:56 "HIVE: WRITE: "CHILD:388:746561173441551:"" 9:31:56 "CUSTOM: Selected "246"" 9:31:56 "PUBLISH: Created AN2_DZ with ID "746561173441551"" 9:31:56 "HIVE: WRITE: "CHILD:388:82749105363087:"" 9:31:56 "CUSTOM: Selected "245"" 9:31:56 "DEBUG VEIN: Too many objects at [6268.94,8875.74]" 9:31:56 "DEBUG VEIN: on road [6998.83,8263.04]" 9:31:56 "DEBUG VEIN: on road [7460.08,10888]" 9:31:56 "DEBUG VEIN: Too many objects at [7481.56,8725.08]" 9:31:58 "DEBUG VEIN: on road [7424.15,8324.88]" 9:31:59 "PUBLISH: Attempt 2772f040# 200689: uaz_mg.p3d" 9:31:59 "HIVE: WRITE: "CHILD:308:15:UAZ_MG_TK_EP1_DZE:0:0:[26,[4094.65,6743.31,0.177338]]:[]:[["wheel_1_1_steering",0.0868286],["wheel_1_2_steering",0.800729],["wheel_2_1_steering",0.175801],["wheel_2_2_steering",0.754038],["motor",0.968077],["sklo predni P",0.225764],["sklo predni L",0.846268],["karoserie",0.313078],["palivo",0.25656],["wheel_1_4_steering",0.90289],["wheel_2_4_steering",0.300196],["wheel_1_3_steering",0.167757],["wheel_2_3_steering",0.554889],["glass1",0.766957],["glass2",0.587871],["glass3",0.699759],["glass4",0.510893]]:0.623138:4094767433226:"" 9:32:00 "PUBLISH: Attempt 2772d0c0# 200698: rhib.p3d" 9:32:00 "HIVE: WRITE: "CHILD:308:15:RHIB:0:0:[90,[3881.03,5209.31,32.5194]]:[]:[["motor",0.10985]]:0.115583:388105209332590:"" 9:32:00 "DEBUG: Too many vehicles at [7746.19,7429.7]" 9:32:00 "PUBLISH: Created tractor with ID "78884106634444"" 9:32:00 "PUBLISH: Created SUV_Blue with ID "82749105363087"" 9:32:04 "DEBUG: Too many vehicles at [3786.01,7441.93]" 9:32:04 "PUBLISH: Attempt 27413040# 200754: lada.p3d" 9:32:04 "HIVE: WRITE: "CHILD:308:15:Lada2_TK_CIV_EP1:0:0:[22,[6811.37,10538.4,0.000325203]]:[]:[["motor",0.857906],["sklo predni P",0.451982],["sklo predni L",0.623818],["karoserie",0.0966979],["palivo",0.534559],["wheel_1_1_steering",0.106355],["wheel_2_1_steering",0.0874976],["wheel_1_4_steering",0.754968],["wheel_2_4_steering",0.264258],["wheel_1_3_steering",0.253842],["wheel_2_3_steering",0.324567],["wheel_1_2_steering",0.37692],["wheel_2_2_steering",0.400735],["glass1",0.307777],["glass2",0.142518],["glass3",0.0566555],["glass4",0.0117316]]:0.903348:68114105384022:"" 9:32:08 "HIVE: WRITE: "CHILD:388:4094767433226:"" 9:32:08 "CUSTOM: Selected "248"" 9:32:08 "PUBLISH: Attempt 27496080# 200760: tt650.p3d" 9:32:08 "HIVE: WRITE: "CHILD:308:15:TT650_TK_CIV_EP1:0:0:[178,[5402.01,9439.59,-0.0455856]]:[]:[["engine",0.499751],["sklo predni P",0.886059],["sklo predni L",0.650189],["karoserie",0.40545],["palivo",0.229147],["Pravy predni tlumic",0.117265],["Pravy zadni tlumic",0.595541]]:0.439932:54020943965178:"" 9:32:11 "PUBLISH: Attempt 273fc100# 200752: ural_refuel.p3d" 9:32:11 "HIVE: WRITE: "CHILD:308:15:UralRefuel_TK_EP1_DZ:0:0:[171,[4037.95,9235.8,0.108116]]:[]:[["glass1",0.804107],["glass2",0.790523],["glass3",0.902224],["glass4",0.637544],["wheel_1_1_steering",0.214374],["wheel_2_1_steering",0.937774],["wheel_1_4_steering",0.394394],["wheel_2_4_steering",0.945879],["wheel_1_3_steering",0.872674],["wheel_2_3_steering",0.519686],["wheel_1_2_steering",0.254783],["wheel_2_2_steering",0.955838],["motor",0.347762],["sklo predni P",0.255478],["sklo predni L",0.762059],["karoserie",0.77674],["palivo",0.50392]]:0.111702:40380923581171:"" 9:32:12 "DEBUG: Too many vehicles at [4849.65,6269.54]" 9:32:12 "HIVE: WRITE: "CHILD:388:68114105384022:"" 9:32:12 "CUSTOM: Selected "250"" 9:32:12 "HIVE: WRITE: "CHILD:388:388105209332590:"" 9:32:15 "PUBLISH: Created UAZ_MG_TK_EP1_DZE with ID "4094767433226"" 9:32:16 "HIVE: WRITE: "CHILD:388:54020943965178:"" 9:32:16 "CUSTOM: Selected "251"" 9:32:16 "PUBLISH: Created TT650_TK_CIV_EP1 with ID "54020943965178"" 9:32:16 "PUBLISH: Created Lada2_TK_CIV_EP1 with ID "68114105384022"" 9:32:16 "CUSTOM: Selected "249"" 9:32:16 "PUBLISH: Created RHIB with ID "388105209332590"" 9:32:23 "HIVE: WRITE: "CHILD:388:40380923581171:"" 9:32:23 "CUSTOM: Selected "252"" 9:32:30 "PUBLISH: Created UralRefuel_TK_EP1_DZ with ID "40380923581171"" 9:33:25 "get: STRING (76561198129353589), sent: STRING (76561198129353589)" 9:33:25 "DISCONNECT: Winrar (76561198129353589) Object: B 1-1-A:1 (Winrar) REMOTE, _characterID: 0 at loc [13166.8,-362.963,50.2212]" 9:33:25 "ERROR: Cannot Sync Character Winrar as no characterID" 9:33:25 Client: Remote object 2:4 not found 9:33:25 Client: Remote object 2:5 not found 9:33:25 Client: Remote object 2:6 not found 9:34:30 Warning: Cleanup player - person 2:0 not found
  14. ZEDWORLD EPOCH 1.0.6 SERVER AT 77.102.188.252:2302 UK THIS TIME ITS WAR!!! New recruits wanted to fight the Zed Menace. The Bandits are out of control we're getting hammered here! Tough bounty hunters & mercenaries required to join the Armex Corporation. you bring the bad attitude and we'll supply the guns and objectives. Or just try to survive as a settler amidst the chaos. This is a PVE server with PVP zones. Newly setup looking for a community to serve... Email the Admin at [email protected] if you want more information.
  15. Hello, I am running an Overpochins server with Origins added in. Now, everything is working fine, however Origins overrides the hud. This isn't a huge problem, but it also overrides the ESC menu, removing the abort option. So I was wondering if there was anyway that I could add a log out option on the WDP Action menu or mousewheel or something to that effect. And if so, how would I do so? I'm pretty good at emulating code scripting, however, to do it myself I'm not there yet. Any help would be great.
  16. Hello all! I have an arma 3 server rented at Wombat servers and since yesterday i cannot connect any more. I get "Wait for host" message and land back in lobby. Server log does not show anything wrong as far as i can see. I also installed arma enhanced movement and ryan's zombies. Today i reinstalled the server (clean install) and tried to connect to arma 3 mission. No problems, played the mission for 15 min, no problems. Than i installed Epoch, tried connecting....Wait for host. Uninstalled Epoch again and connected without any problems. I contacted Wombat servers and they told me that the server is working fine. I don't know what else to try. Please help! :) RPT file in spoiler.
  17. Hi guys, this is a multi-release from me. This is my enhanced version of Zelenogorsk together with 3 military type compounds/bases that I created. Zelenogorsk now has a town center with a fire station, hospital, school and police station. I also added some apartments near the church and some trees and stone walls for cover along the dirt road as it felt very open. The military bases are situated at Bor, Dichina Hill (similar to DayZ Standalone) and at Novy Lug. Each military base is surrounded by a wall/fence and loot-wise has a military house, 2 or 3 barracks, a guardhouse and some tents here and there. I always found they were great for placing 2-4 AI at them for players to go to for a little challenge. Here are some coords for a map marker and 2 AI coordinates for each area: Bor Map Marker - 2882.0723, 4492.1831, 0 Bor AI 1 - 2888.9021, 4475.9678, 3.0517578e-005 Bor AI 2 - 2880.7908, 4490.1411, -3.0517578e-005 ---- Dichina Map Marker - 4482.2632, 8297.4492, 3.0517578e-005 Dichina AI 1 - 4454.1675, 8281.6689, -6.1035156e-005 Dichina AI 2 - 4500.3486, 8299.2656, -3.0517578e-005 ---- Novy Map Marker - 9339.9453, 11508.91, 7.6293945e-005 Novy AI 1 - 9331.9229, 11506.843, 0.00021362305 Novy AI 2 - 9283.7344, 11499.81, -0.00010681152 Enjoy! Screenshots of the areas Zelenogorsk - http://imgur.com/a/58wMJ Military Bases - http://imgur.com/a/UnCVT Links to the .sqf files Zelenogorsk - https://github.com/IanHardy/ChernarusBuildings/blob/master/zeleno.sqf Bor Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basebor.sqf Dichina Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basedichina.sqf Novy Lug Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basenovy.sqf ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Vybor -
  18. Any of you guys virtualize your epoch server? Mines running under a FreeBSD host using a virtualized windows 7 install of epoch 1.0.6 Wondering if anyone has any performance tuning tips for the virtualized install or if there's something better than windows 7 to be using (would I gain anything from a server based os?)
  19. Hey, first post here. How on earth do I disable hero missions ? Or any missions for that matter, i looked in the servers.pbo but, I'm not able to find anything.
  20. If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished. Step 1: Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf Step 2: Define your trader areas by making an array with the trader position, range, and trader name DZE_tradersarray = [ // [[position],range,"tradername"], // [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end! ]; Example: Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf Step 3: Open your custom player_death.sqf and find Then add this below The whole block should look like Note: This is compatible with 1.0.5.1 Comment if you have any problems!
  21. Hello, my buddies and I have recently made a clan for a Arma 2 DayZ Epoch server, but we are looking to expand our members to have a small, well organized and communicative team to watch eachothers backs and take out our enemies in the wasteland. We currently have 3 members that have been playing the mod since it first came out, and we are a well organized team of experienced players. We like to keep a small group, as we believe in quality over quantity. We do not want to be a large group to where no ones voice matters. Here, we always help eachother out with new information and ideas. Our current Server Status? We play in a newly made server that has only been up for a little over a month now. We are very friendly with the admins in the server, as some of us have been playing alongside them since before the server has even been made, so this allows us to get a little bonus discount on in-game products. Currently, there are about 4 other clans that we are not friendly with, and they all have atleast 5 members each. They aren't a crazy threat to us, but it makes the server interesting with banter. We are also trying to become friendly with other groups to form alliances, as some of the unfriendly clans have done so already. We donate to this server, and in return get exclusive access to Admin Spawned Objects and Buildings for our base. The server also uses smaller mods such as Walking Zombies, AI missions, Weed Fields, Safezones, Jobs, Vector Snap Building, Fully Militarized, and other smaller mods that enhance the gameplay for everyone. There is also an economy and gem trader where you can use your money in the different trader cities, or at the Hero or Bandit trader. There is Base Building, much like every Epoch Server, and we love creating bases. Bases are indestructible in theis mod, and there are no plot pole take overs. Also, locked vehicles are indestructible. Every member has their own callsign (Example: JTF Romeo, JTF Alpha, etc.) So you would need to come up with your own callsign. Currently in use: JTF Delta, JTF Yankee, JTF Romeo Please try to use the Phonetic Alphabet when creating your name, or come up with something short (Example: Ghost) Requirements: - Must be active daily! (3-12pm US Eastern Time) - Must have a headset (Communication is key to success!) - Must be knowledgable on the game (We will take in noobs, but if you have no experience with Arma, we will not accept!) - Over the Age of 18 (Or very mature) - Can use TS3 for communication There will be an interview process for anyone interested in joining! Just make sure to add me as a friend and message me if I don't message you Steam: imherbalous (OR Krispy)
  22. Nut Hut OverPoch Server 207.244.146.119:4802 Auto Refuel Self Blood Bag Tow & Lift Snap building Advanced Trading Groups Spawn Selection Custom Traders Take Clothes WorkShops Fresh Database 1 Step Build Deployable Bikes Binocular View Distance Custom Skalisty Outpost Zeleno Improved Elektro Fleshed out Berezino Weekly Server Events Many Custom Missions New Player Awards Starter Packs Discord Server Antihack Active Experienced Admins Awesome Community!! If you're like us and want to relive the good old DayZ, come hop on!
  23. Hey guys. I don't wanna be rude to the other servers out there.. But aren't you sick of pretty much all rules? Join here, Steal in traders, Camp Traders, Camp Bases, Take Bases, Bases are Indestructible. Anything goes! I do.. however have just two rules, Please do not build anything within 800 of traders the other is No sky bases, Must be attached to the ground. We do briefcases here, Gems are tough to get and they are a single use currency. I have loads of Custom Ai missions, Including the God Mission. You can purchase Militarized Vehicles with Gems. There are Roaming Ai choppers (2) and Vehicles (2) They fly and drive around pretty much all the time. Their just fun to run into, keeps people on their toes and their not very hard. I have Custom loot spawns VERY high loot, High FPS, Advanced Trading, Custom Deploys, Like a UH1Y (requires a few books).Towing, Snap/Vector build, Building supplies are at traders, Custom Traders and lots more. This server isn't for PVE types. Get on here and Kick Some Ass!
  24. I am able to build the foundation for the DayZ 1.8.8 Fortifications (Gate, Fence) however I cannot upgrade them. I dont get the option to upgrade even though I have the required materials in my inventory, while I still get the option to dissasemble. This is on a server that is running DayZ epoch 1.0.6
  25. Hi All, Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums. Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment. Installing the mod The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server. Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder. You now need to add the mod to the start up parameters for Arma 3 on your server as below: @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies; There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++. The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list. Now to configure BattlEye Add the following line to setpos.txt: 1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" Add the following to the end of the first line in createvehicle.txt: !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium" Add the following line to setdamage.txt: 5 "" !=RyanZombieC !="0.700000" Make the following changes to scripts.txt: Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity Add !"ryanzombies" to the line beginning with 7 addWeaponCargo Add !"ryanzombies" to the line beginning with 7 addMagazineCargo Add !"ryanzombies" to the line beginning with 7 addItem Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded): MaxSetDamagePerInterval 10000 1 After making this change I believe that you need to restart BattlEye using a utility like RCON. At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next. Adding the Z to a Zombie Epochalypse Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde. No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files. Setting up Ryan's Zombies & Demons Basics First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server. When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later. The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear. Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing. You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies: Set those up how you like them and then we'll move on to how to get zombies spawning on the map. You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them. Setting up Zombies via the default Spawn mechanism Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen: Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time. If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup". Using Civilian Occupation System as an alternative or in addition to the standard spawns Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step. We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects: Name it SERVER and add the following to the INITIALIZATION field: null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again. Adding the Zombies to you mission PBO At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo). The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm. Here's an example of a file with entries for COS, Zombie settings and a Spawner: version=12; class Mission { addOns[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; addOnsAuto[]= { "A3_Characters_F_BLUFOR", "a3_characters_f", "ryanzombiesfunctions", "A3_Modules_F", "a3_map_altis" }; randomSeed=2746002; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; class Groups { items=6; class Item0 { side="WEST"; class Vehicles { items=1; class Item0 { position[]={12040.725,5.5149193,10609.327}; id=0; side="WEST"; vehicle="B_Soldier_F"; player="PLAYER COMMANDER"; leader=1; skill=0.60000002; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11948.96,11.335839,10503.363}; class args { items=9; class Item0 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="Amount"; }; class Item1 { value="10000"; parentCls="RyanZM_ModuleSpawner"; typeName="TotalAmount"; }; class Item2 { value="5"; parentCls="RyanZM_ModuleSpawner"; typeName="Start"; }; class Item3 { value="60"; parentCls="RyanZM_ModuleSpawner"; typeName="Frequency"; }; class Item4 { value="0.5"; parentCls="RyanZM_ModuleSpawner"; typeName="Delay"; }; class Item5 { value="0"; parentCls="RyanZM_ModuleSpawner"; typeName="Density"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawner"; typeName="Activation"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawner"; typeName="ActivationRadius"; }; class Item8 { value="14"; parentCls="RyanZM_ModuleSpawner"; typeName="HordeSize"; }; }; id=1; side="LOGIC"; vehicle="RyanZM_ModuleSpawner"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11970.136,10.336121,10379.738}; class args { items=2; class Item0 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="ZombieMaxHealth"; }; class Item1 { value="0.7"; parentCls="RyanZM_ModuleZombieHealth"; typeName="DemonMaxHealth"; }; }; id=2; side="LOGIC"; vehicle="RyanZM_ModuleZombieHealth"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={11850.136,12.167753,10422.125}; class args { items=3; class Item0 { value="0.7"; parentCls="RyanZM_ModuleInfection"; typeName="Infection"; }; class Item1 { value="30"; parentCls="RyanZM_ModuleInfection"; typeName="InfectionTimer"; }; class Item2 { value="0.9"; parentCls="RyanZM_ModuleInfection"; typeName="Uniform"; }; }; id=3; side="LOGIC"; vehicle="RyanZM_ModuleInfection"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; class Item4 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={10777.195,4.790421,10895.428}; class args { items=15; class Item0 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Side"; }; class Item1 { value="0.65"; parentCls="RyanZM_ModuleSpawn"; typeName="Type"; }; class Item2 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type2"; }; class Item3 { value="0.95"; parentCls="RyanZM_ModuleSpawn"; typeName="Type3"; }; class Item4 { value="0.7"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation"; }; class Item5 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation2"; }; class Item6 { value="0.9"; parentCls="RyanZM_ModuleSpawn"; typeName="Activation3"; }; class Item7 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="ActivationRadius"; }; class Item8 { value="100"; parentCls="RyanZM_ModuleSpawn"; typeName="AliveAmount"; }; class Item9 { value="10000"; parentCls="RyanZM_ModuleSpawn"; typeName="TotalAmount"; }; class Item10 { value="5"; parentCls="RyanZM_ModuleSpawn"; typeName="Start"; }; class Item11 { value="60"; parentCls="RyanZM_ModuleSpawn"; typeName="Frequency"; }; class Item12 { value="0.5"; parentCls="RyanZM_ModuleSpawn"; typeName="Delay"; }; class Item13 { value="0"; parentCls="RyanZM_ModuleSpawn"; typeName="Density"; }; class Item14 { value="14"; parentCls="RyanZM_ModuleSpawn"; typeName="HordeSize"; }; }; id=4; side="LOGIC"; vehicle="RyanZM_ModuleSpawn"; leader=1; lock="UNLOCKED"; skill=0.60000002; text="Orimea_Spawn"; }; }; }; class Item5 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={12128.96,8.0174341,10521.024}; id=5; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="SERVER"; init="null=[] execVM ""cos\cosInit.sqf"";"; }; }; }; }; }; class Intro { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=3426787; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroWin { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=9212940; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; class OutroLoose { addOns[]= { "a3_map_altis" }; addOnsAuto[]= { "a3_map_altis" }; randomSeed=1247975; class Intel { timeOfChanges=1800.0002; startWeather=0.30000001; startWind=0.1; startWaves=0.1; forecastWeather=0.30000001; forecastWind=0.1; forecastWaves=0.1; forecastLightnings=0.1; year=2035; month=6; day=24; hour=12; minute=0; startFogDecay=0.013; forecastFogDecay=0.013; }; }; Take a look at class Groups. All the entries to be copied are located here. Ignore the first entry which is the Rifleman you placed on the map. Now open the mission.sqm for your server. You'll see a class Groups in here to. It should start like this: class Groups { items = 100; class Item0 { side = "CIV"; class Vehicles { items = 1; class Item0 { position[] = {23598.076,3.19,17997.086}; azimut = 136.241; special = "NONE"; id = 0; side = "CIV"; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; }; }; }; It then has another 99 items (class Item1 to Item99). The items that you created in your mission file will need to be copied and pasted into this list at the end, changing their names to Item100, Item101, Item102, etc. For example, the object Item1 in the file above should be renamed Item100, the object Item2 would be Item101, etc. When you've added all the entries you will also need to change the line that reads, items = 100; to items = xxx where xxx is one more than the last Item number you added. For example, if the last class Item object is Item 106, then change this line to items=107. At this point, if you're not using the Civilian Occupation System to populate zombies in urban areas you are almost done. All you need to do now is re-pbo your mission file, upload it to the server and restart the service. Enjoy zombie awesomeness.... If you are using COS then read on... Configuring COS You'll want to download COS to your PC from Armaholic. Unpack the archive and go into the COS_05 folder created. Inside there is a folder called COS.Altis which contains a folder called cos, a mission.sqm and a 'Read me' text file. You want to copy the cos folder to your mission folder. Go into that copied folder and you need to edit two files. First open cosInit.sqf in Notepad++. Change the line that reads: DefaultSide = Civilian;// Set side of units spawned to DefaultSide = Resistance;// Set side of units spawned Change the lines COScars=true;// Spawn Cars COSparked=true;// Spawn parked cars to COScars=false;// Spawn Cars COSparked=false;// Spawn parked cars And the line that reads COScivPool =["C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_hunter_1_F","C_man_p_beggar_F","C_man_p_beggar_F_afro","C_man_p_fugitive_F","C_man_p_shorts_1_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F","C_man_shorts_1_F","C_man_shorts_2_F","C_man_shorts_3_F","C_man_shorts_4_F","C_man_w_worker_F"]; to COScivPool =["RyanZombieC_man_1medium", "RyanZombieC_man_polo_1_Fmedium", "RyanZombieC_man_polo_2_Fmedium", "RyanZombieC_man_polo_4_Fmedium", "RyanZombieC_man_polo_5_Fmedium", "RyanZombieC_man_polo_6_Fmedium", "RyanZombieC_man_p_fugitive_Fmedium", "RyanZombieC_man_w_worker_Fmedium", "RyanZombieC_scientist_Fmedium", "RyanZombieC_man_hunter_1_Fmedium", "RyanZombieC_man_pilot_Fmedium", "RyanZombieC_journalist_Fmedium", "RyanZombieC_Orestesmedium", "RyanZombieC_Nikosmedium"]; As you gain experience with COS you can also later modify the numbers of zombies spawned in each urban area and whitelist or blacklist areas of the map. I'll leave that as an exercise for the reader. Finally, you have a choice of having the zombies stand statically until they detect a player by sight or shot or whether they patrol their towns and villages. If you want them moving around then you don't need to make any further changes. If you want them static to start with then edit the file cosCore.sqf and change the lines // Apply Patrol script to all units null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; to // Apply Patrol script to all units //null =[_civilianArray,_PatrolVehArray,_roadPosArray] execVM "cos\CosPatrol.sqf"; After this just repack your mission PBO, upload to your server and restart it and enjoy some yummy zombie action. There are a lot of other features that can be customized with this excellent mod and a lot more tales to tell. For the moment though I'll leave it off here. If you see any issues with the tutorial or things that need further explanation please let me know and I'll edit this post. I think I've covered and caught everything and it's working well on my server but Murphy's Law is a terrible thing. A final note: once configured correctly the zombies are there and will viciously attack you. At this time you will not see any attack animations due to the removal of certain functions from Epoch a while ago. I raised an issue on GitHub for this and VBAWOL has said that he will be restoring these remote execs now that BIS has provided security for server admins via the CfgRemoteExec class. In order to get these animations working when this has been done you will need to change the following lines in description.ext from class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; }; class Commands {mode=0;}; }; to class CfgRemoteExec { class Functions { mode = 1; jip = 0; class EPOCH_server_save_vehicles { allowedTargets=2; jip = 0; }; // Following added for Ryan's Zombies & Demons class fnc_RyanZombies_SwitchMove { allowedTargets=0; }; class fnc_RyanZombies_PlayMoveNow { allowedTargets=0; }; class fnc_RyanZombies_DoMoveLocalized { allowedTargets=0; }; class fnc_RyanZombies_Bleeding { allowedTargets=0; }; class fnc_RyanZombies_Velocity { allowedTargets=0; }; class fnc_RyanZombies_SetHitIndex { allowedTargets=0; }; }; class Commands {mode=0;}; }; Cheers, Grahame.