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  1. Greetings! So I recently started up in a new host and haven't gotten to make the server run, found that a ca/modules bis_fnc issue is recurring but doesn't affect players when running coop missions like the default arma 2 oa ones, but when trying with Epoch hive won't connect/start despite being configured. Hive error Meanwhile at line 23... I'm still bad with Pastebin, sorry. This error has been chasing me for 2 days now
  2. Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction -=Youtube Demo=- What is this A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is. Features Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results. Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features! All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes. Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements: A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database ! If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there. Installation Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself. Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file). Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database) Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file. Default setup vs Database setup There are 2 ways of initializing your player. A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3) [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true; Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77 player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases) The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value. Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field. class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; }; Important info Init.sqf values DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding Since the Editor has some limitations because its not a real server some things will never work. For example: _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this: _playerUID = player getVariable ["playerUID", 0]; This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected. Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here: player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server. If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true; in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough. Final Notes These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them. If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again. The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action. Hope this code will help you write code faster and easier ! ### Credits This mission file would not be possible without the help of these addons/people DayzEpochTeam | http://epochmod.com killzonekid | http://killzonekid.com extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home ebayShopper | https://github.com/ebayShopper/TestKit JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
  3. Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking). AKA: ZSC RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version). REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^. What is it? This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). Features. Store Money in storage objects and vehicles ( max money in 1 storage depends on the size). No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold! Whats the difference with your other single currency scripts? You can use the default hive! No global bank! Back to normal epoch danger to lose cash! Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles. Technical data: Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me). Extra This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits Maca - Original private single currency. Peterbeer - for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots Please report bugs so I can solve them! The config located IN ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions https://github.com/EpochSC/SingleCurrencyStorage Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^) If u are going to use the full pbo?! The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. MISSION PBO A ) In your init.sqf: A 1) You must have /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag! A 2) PLACE /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE progressLoadingScreen 0.5; A 3) PLACE execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 ) Change call compile preprocessFileLineNumbers "server_traders.sqf"; to call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES. A 5 ) MAKE SURE _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it. B ) In your description.ext B 1) Place #include "ZSC\config\cfgServerTrader.hpp" on the complete top. B 2 ) Add if you do not have a RscTitles yet! class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom. IF U ALREADY HAVE IT just add #include "ZSC\config\ZSChud.hpp" behind whatever is in there. B 3 ) JUST ADD AT THE COMPLETE BOTTOM #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one :). C ) COPY FILES C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo). C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.). D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step. D 1 )PLACE if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; }; AFTER } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 ) if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) ADD player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 ) TO remove the client side errors u getting add in your VARIABLES.SQF s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip. E 1 ) add _cashMoney = player getVariable["cashMoney",0]; behind _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM E 3 ) CHANGE //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes: F1) place _objMoney = _obj getVariable["bankMoney",0]; behind _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config: E1 ) place) _objMoney = _obj getVariable["bankMoney",0]; behind _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) place _holder setVariable ["bankMoney", _objMoney, true]; behind _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO A ) REPLACE your "compiles/server_tradeObject.sqf" With my one ( not other script uses that anyways). B ) IN compiles/server_updateObject.sqf Change _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case). Add /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE 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 { D) in compiles/server_playerSync.sqf Change _playerGear = [weapons _character,_magazines]; into _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]]; NOTE: in the gold init i use a custom gearSet.sqf If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections. FAQ! I use a different instance/map to play one! What do i do? The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one. FAIR SIMPLE: 1) Take your original server_traders 2) Open one of mine 3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^. 4) Share your file to me so i can put it in the list Does it work with Overpoch(ins). Simple: Yes, Everything with epoch as base. Overwatch items or included in traders, remove the categories if you do not use them. Can i convert from the older system? You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution. How do i see my money and bank? 1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage. 2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell. This will return your money: player getVariable["cashMoney",0]; Can I use it with database traders? No, this build is made for config traders. No support (Yet). Screenshots I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
  4. Thug

    HiveExt file

    In the HiveExt.ini if I wanted to set the time to say 1415, would you set it as 1415, 14:15 or does it have to be on the hour? [Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) Offset = -4 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 14
  5. Sorry for another question! So Ive ordered a dedi box from OVH, the MC-32 one just to see if I could get it working as I have no experience with this at all! Ive installed Win 2012R2 trial, xampp, got all the server stuff done and its all good.. Except! When I start the console, and the game loads, it stops as it should until a player joins. The player joins and on thier screen they see the waiting to authenticate screen and its starts to count up. The issue is, the console sits there saying game started for a while before the hive starts loading, all the while the authenticate screen is still counting up. It gets ato about 80-90 before you actually load into the game, which isnt normal! The database has about 5500k objects, but even so, shouldnt take that long. Ive got the same database on my test server and it loads far faster, and also on my home pc server. Ive messed around with my.ini, but no real difference has been made and Im not really sure what Im doing, Ive just copied other examples off the web. The database is in c:/xammp on a 240gb ssd in raid0 The server files are in c:/epochserver....on the same disk. Im aware databases run better on a seperate disk, But I dont have that option right now. Im guessing its either an issue with speed connecting to the database or something is stalling it from starting quick enough. I read about clean up scripts being run before start up could cause this, and that would make sense, as when loaded into the game, loads of stuff is missing, specifically stuff thats not been mantained or interacted with in the last few days. However I cant find these scripts anywhere, Ive looked using navicat in events, Ive looked using phpadmin and also heidy sql. I can find no reference to any events, querys, functions or anything. In Hiveext.ini, cleanup is set to -1 Any help would be greatly appreciated, Im amazed I got this far on my own, but this one little issue I just cant figure out.
  6. My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far. So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green): Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1). Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion. Pre-requirements: a PBO manager and basic knowledge of ArmA script editing. Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below. run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database: ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9 BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom: #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54): "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this: _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all. :P Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions: DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf. Here a screenshot how it may look like with active restrictions: Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button. If one or more restrictions apply there is also be an info text displayed at the bottom of the screen. Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time. Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
  7. Make Your Own Server Hive Make all your servers run on one database. Sync Character(gear, location) and banks(if using SC) across all servers. Even with different maps Requirements: Working Epoch Server Database Access to your Database and HiveExt.cfg Database Manager (HiediSQL) Common Sense Time In this tutorial we will be combining only 2 servers together, you may add any more server if you like. We will be working with Server 1 - Chernarus and Server 2 - Taviana Configuring your Database Please backup your database prior to applying any of the changes below Using hiediSQL or a similar program to execute these Statements to your database you will be working with -- adding new tables to your Database ~ [GG] Gr8 CREATE TABLE IF NOT EXISTS `object_data_1` ( `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT, `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0', `Instance` INT(11) UNSIGNED NOT NULL, `Classname` VARCHAR(50) NULL DEFAULT NULL, `Datestamp` DATETIME NOT NULL, `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0', `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]', `Inventory` LONGTEXT NULL, `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]', `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000', `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000', PRIMARY KEY (`ObjectID`), INDEX `ObjectUID` (`ObjectUID`) USING BTREE, INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; CREATE TABLE IF NOT EXISTS `object_data_2` ( `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT, `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0', `Instance` INT(11) UNSIGNED NOT NULL, `Classname` VARCHAR(50) NULL DEFAULT NULL, `Datestamp` DATETIME NOT NULL, `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0', `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]', `Inventory` LONGTEXT NULL, `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]', `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000', `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000', PRIMARY KEY (`ObjectID`), INDEX `ObjectUID` (`ObjectUID`) USING BTREE, INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; This will add 2 Extra tables to your database named object_data_1 & object_data_2. These will be used to the 2 servers the objects (bases and vehicles) will read and write from. We want to keep the objects independent for each server to prevent conflicts. Now Execute this script ALTER TABLE character_data ADD Worldspace1 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Inventory; ALTER TABLE character_data ADD Worldspace2 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Worldspace1; This will make 2 different worldspace fields for our 2 servers, since they are different maps, we want to keep the positions seperate from other server. But the overall character and gear will Sync on both servers. Configuring your HiveExt.cfg Now to the easy part. Grab your HiveExt.cfg from both of the servers and open them. Find: ;Enables you to run multiple different maps (different instances) off the same character table ;WSField = Worldspace ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? ;Table = Object_DATA For Server 1 Replace to: ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace1 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_1 For Server 2 Replace to: ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace2 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_2 Make sure both servers are running on same database. Thats it, for a basic 2 server Hive.
  8. My server RPT is full of these HIVE: WRITE: Statements. Is this normal? Is there a way to turn them off?
  9. SHORTCODE LEGEND: These shortcodes are used in the repo titles, this indicates what the specific repo is for. SC >>> SingleCurrency MC >>> MultiChar 999 >>> 998/999 custom query supported Custom HiveExt.dll and needed sqf files + sql query file available on: Variant 1:DayZ-Epoch_SCHiveExt Variant 2: Dayz-Epoch_SCMCHiveExt Variant 3: DayZ_epoch_SCMC999HiveExt Variant 4: DayZ_epoch_SC999HiveExt All 4 variants have the following in common. - New CHILD:298 >>> fetching player bank data, used while player joins server - New CHILD:299 >>> updates player bank data, used when banking. - New CHILD:104 >>> gets all adminuids + their adminlevel from the admin_data table. (can be used to restrict access to admin tools aswell as infiSTAR AH) - Updated CHILD: 101 >>> checks if player exists in banking_data table and adds ifnot or updates playername if change detected - Updated CHILD:102 >>> added selection of cashMoney field during retrieving survivor data on login. - Updated CHILD:201 >>> added element to handle players cashmoney during updates to database. What is in variant 1? Everything stated above. What is in variant 2? Added support for AxeCop's multi char mod. and everything that you have in variant 1. What is in variant 3? Added support for 999 database calls so you can do custom database queries and everything found in variant 1 & 2. Only use this variant is you really want to use 998/999 calls despite of the security risks attached to them. What is in variant 4? Added support for 999 database calls so you can do custom database queries and everything found in variant 1. Only use this variant is you really want to use 998/999 calls despite of the security risks attached to them. What else can i find on the github repo's? SCDBQuery.sql: Run this file on your database by dragging and dropping It will add the field "CashMoney" to the character_data table and it will create a new table called "banking_data" with fields "PlayerUID,"PlayerName","BankSaldo" SCDBQuery_TransferGoldCoins.sql: Only run this file if you had Zupa's first release installed and you have players that have goldcoins stored in the headshots field. It will grab the value from "HeadShots" and put it in "CashMoney" for each row in your "character_data" table. SCDBQuery_TransferGoldCoins2.sql: Only run this file if you had Zupa's first release installed and you have players that have goldcoins stored in the "morality" field? It will make db entries for all players in "player_data" in the "banking_data" table and add the corresponding values from the "morality" field into the "banksaldo" field. admin_data.sql: This file will add a table called "admin_data", this can be used in combination with infiSTAR AH or any other tool you need restricted access to. Intended for advanced users. Server folder: Contains all files that where modified from Zupa's v1.1 version Take care and use a diffmerge tool like BeyondCompare, better safe then sorry. Mission folder: Contains all files that where modified from Zupa's v1.1 version. Take care and use a diffmerge tool like BeyondCompare, better safe then sorry. BE filters: This needs to be added in the first line with !="" values inside the publicvarible.txt if using BE filters. Add it after the last !="" value. If using BE filters and you skip this step your players will get kicked for trying to send this PV to the server. !="PVDZE_bank_Save" Before installing: Always make backups of everything! Q&A: Q: Will support for AxeCops multi char mod be added in this hive? A: There is a 2nd version of the custom hiveext.dll that has support added for this mod. Q: Will there be 999 call support in this custom hiveext.dll A: There is a 3rd version of the custom hiveext.dll that has support for everything in version 1 & 2 and added support for 999 calls. Q: Does this hive have support vanilla epoch base maintenance? A: Yes it has the required funtionality as this hive was build of the last version released by VB[Awol] Q: Why are there 4 different variants of this custom hive? A: More flavours to choose from really. It enables you to either use or stay away from the unsafe 999 calls and still use this custom hive for single currency. Got any more question? Leave a post and i'll add them to the main post's Q&A section. Cheers Soul!
  10. 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
  11. After restart everything that players placed are gone and vehicles are teleported at random around the map. I have merged and checked the server files from A Plot For Life. Arma 2 Server RPT: http://pastebin.com/wEKJ2FkC
  12. Okay, So I bought an Epoch server and I can join any server fine, but when I join my server, the console freezes at "HIVE: trying to get objects" Does anyone have any suggestions? thanks! Here's the full console ings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:33 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 13:31:55 "Res3tting B!S effects..." 13:31:55 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 13:31:55 "HIVE: Starting" 13:31:55 "HIVE: trying to get objects"
  13. Hello, I've been trying to setup a server for a very long time. Could not get enough information from google/epoch forums or any other source on how i may fix this problem. I'd appreciate if one could help me out here. i have pretty much the default template for everything. config.cfg HiveExt.ini arma2oaserver.rpt init.sqf Database is pretty much default. https://photos-1.dropbox.com/t/0/AADPkBCoa5FpYYuvRxrpy5dJ0IgYDz7ceSCXRDfdZZ8lCw/12/123774030/png/1024x768/3/1411473600/0/2/sqlscrn.png/eYsQj5LnONotLmB97QFnAq-TFNUCMTQLY1bC5ZqRKbQ [sorry i didn't upload it to tinyurl etc. it's 4 in the morning and i would like atleast 2 hours of sleep before i have to get up again.] Any idea?
  14. Hi, i'm trying to setup a new dayz_epoch server and get the following error when is loading the mission file (RPT extract) 14:28:21 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 14:28:21 "Res3tting B!S effects..." 14:28:21 "HIVE: Starting" 14:28:21 "HIVE: trying to get objects" 14:28:21 Error in expression <ray = call compile format ["%1",_data]; _resultArray }; server_hiveReadWriteLar> 14:28:21 Error position: <_resultArray }; server_hiveReadWriteLar> 14:28:21 Error Undefined variable in expression: _resultarray 14:28:21 File z\addons\dayz_server\init\server_functions.sqf, line 162 14:28:21 Error in expression <ction problem... HiveExt response:"+str(_hiveResponse)); _hiveResponse = ["",0];> 14:28:21 Error position: <_hiveResponse)); _hiveResponse = ["",0];> 14:28:21 Error Undefined variable in expression: _hiveresponse 14:28:21 File z\addons\dayz_server\system\server_monitor.sqf, line 44 14:28:21 "HIVE: trying to get objects" 14:28:21 Error in expression <ray = call compile format ["%1",_data]; _resultArray }; server_hiveReadWriteLar> 14:28:21 Error position: <_resultArray }; server_hiveReadWriteLar> 14:28:21 Error Undefined variable in expression: _resultarray 14:28:21 File z\addons\dayz_server\init\server_functions.sqf, line 162 Looks like a hive start problem, I reinstall all the files several times, i copy all the files from another working server and i install all the Microsoft Visual C++ Redistributable Packages (2008 x86,x64;2010 x86,x64;2012 x86,x64,2013 x86) and gets the same error all the times also i checked the mysql credentials from another server and is working fine. The server is running a windows 2008 datacenter edition r2. any idea why this is happening? Thanks a lot.
  15. This may not be possible. However, I was toying with the idea of a 3 server private hive the other day and had a thought. Would it be possible by script or otherwise (preferably a script), to allow for seamless travel from one server to another upon activation of a scripted object? (ie. a gate or door) To be more specific: 1. Walk up to predetermined door 2. Select option to travel to another server 3. Server then orders connect command to different server IP with or without a password preprogrammed in. I figure somebody would want to know how to do it either way. It sounds easy enough, but somehow I doubt it is really that simple. I don't know enough about Arma 2, DayZ Epoch, or scripting to be able to figure it out myself. I know I've never seen anything of that nature on here to date. If it is possible, any ideas? ,Saint Anthony
  16. Silolol9

    Hive

    Will the Epoch Mod have a own Hive or are the caracters own for the servers
  17. Is there a way (other than building an xref table myself) to determine whether an object_data record is a vehicle (as opposed to building, etc), and what type in the database for trigger purposes? Something along the lines of the function isKindOf? Thanks for the help!
  18. I have this problem to boot the server 2013-11-28 15:30:25 Database: [Error] Error 1146 (Table 'dayz_epoch.object_data' doesn't exist) in MySQLQuery SQL: 'SELECT `ObjectID`, `Classname`, `CharacterID`, `Worldspace`, `Inventory`, `Hitpoints`, `Fuel`, `Damage` FROM `Object_DATA` WHERE `Instance`=11 AND `Classname` IS NOT NULL'
  19. Hello, I would like to thank whoever will take time to read/reply this topic. English isn't my native langage so please apologize the medium English level. Running into global FPS issues, we were told that using a remote database to store the objects table can greatly increase server performance. I would like to know if there is any documentation about the [ObjectDB] section of the HiveExt.ini file, couldn't find any on the forum nor on the wiki. If there isn't such information source, your help would be precious. The server is running properly using local only database. When using the remote database (for the objects table), the Hive window crashes randomly after loading successfuly from 1200 up to 2200 table lines (out of 6300), without any error in the window : it stops on the green line describing the latest loaded item and a Windows error pops up "arma2oaserver.exe has stopped working". However, the RPT file does indicate an error message (sorry, couldn't find any Spoiler feature) : Exception code: C0000005 ACCESS_VIOLATION at 72C4E832 Allocator: C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\Expansion\beta\dll\tbb4malloc_bi.dll graphics: No resolution: 160x120x32 Addons: [lots of addons] Mods: @DayZ_Epoch_Server Distribution: 0 Version 1.62.103718 Fault address: 72C4E832 01:0001D832 C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch_Server\HiveExt.dll file: DayZ_Epoch_11 world: Chernarus Prev. code bytes: 10 C7 84 24 C0 00 00 00 00 00 00 00 8B 4C 24 14 Fault code bytes: 8B 11 8B 42 04 FF D0 84 C0 0F 84 A0 08 00 00 8B Registers: EAX:009AC360 EBX:00000000 ECX:00000000 EDX:00000400 ESI:2888FD00 EDI:72D56C34 CS:EIP:0023:72C4E832 SS:ESP:002B:009AC34C EBP:009AC410 DS:002B ES:002B FS:0053 GS:002B Flags:00010202 ======================================================= note: Minidump has been generated into the file instance_11_Chernarus\arma2oaserver.mdmp Here is the beginning of the HiveExt.log, the only thing that could be incriminated (to my eyes) is the mySQL versions not matching 2013-10-29 17:02:33 HiveExt: [Information] HiveExt f20dbd5b6625 2013-10-29 17:02:33 Database: [Information] Connected to MySQL database localhost:3306/dayz_epoch client ver: 5.5.28 server ver: 5.6.14 2013-10-29 17:02:33 Database: [Information] Connected to MySQL database localhost:3306/dayz_epoch client ver: 5.5.28 server ver: 5.6.14 2013-10-29 17:02:33 ObjectDB: [Information] Connected to MySQL database 37.x.x.221:3306/objetsepoch client ver: 5.5.28 server ver: 5.5.22-0ubuntu1 2013-10-29 17:02:33 ObjectDB: [Information] Connected to MySQL database 37.x.x.221:3306/objetsepoch client ver: 5.5.28 server ver: 5.5.22-0ubuntu1 2013-10-29 17:02:33 HiveExt: [Information] Method: 307 Params: 2013-10-29 17:02:33 HiveExt: [Information] Result: ["PASS",[2013,10,29,15,2]] 2013-10-29 17:02:33 HiveExt: [Information] Method: 302 Params: 11: 2013-10-29 17:02:34 HiveExt: [Information] Result: ["ObjectStreamStart",6228] 2013-10-29 17:02:34 HiveExt: [Information] Method: 302 Params: 11: 2013-10-29 17:02:34 HiveExt: [Information] Result: ["OBJ","151","datsun1_civil_1_open","0",[180,[9428.25,8853.65,0.001]],[[[],[]],[[],[]],[[],[]]],[["motor",0.307],["sklo predni P",0.678],["sklo predni L",0.368],["karoserie",0.721],["palivo",0.799],["wheel_1_1_steering",1],["wheel_2_1_steering",1],["wheel_2_4_steering",1],["wheel_1_3_steering",1],["wheel_2_3_steering",1],["wheel_1_2_steering",1],["wheel_2_2_steering",1],["glass1",0.755],["glass2",0.915],["glass3",0.235],["glass4",0.125]],0.893,0.004] 2013-10-29 17:02:34 HiveExt: [Information] Method: 302 Params: 11: 2013-10-29 17:02:34 HiveExt: [Information] Result: ["OBJ","166","VIL_kia_ceeddwa6","0",[104,[9547.6,8114.17,-0.008]],[[[],[]],[[],[]],[[],[]]],[["sklo_p",1],["sklo_p1",1],["sklo_p2",1],["sklo_p3",1],["sklo_l1",1],["sklo_l2",1],["sklo_l3",1],["sklo_z",1],["levy predni tlumic",1],["levy zadni tlumic",1],["pravy predni tlumic",1],["pravy zadni tlumic",1],["motor",0.525],["sklo predni P",1],["sklo predni L",1],["karoserie",1],["palivo",0.406]],0.05,0.02] 2013-10-29 17:02:34 HiveExt: [Information] Method: 302 Params: 11: 2013-10-29 17:02:34 HiveExt: [Information] Result: ["OBJ","310","TT650_TK_CIV_EP1","0",[233,[4560.38,6361.18,0.021]],[[[],[]],[[],[]],[[],[]]],[["engine",0.986],["sklo predni P",5.669e-04],["sklo predni L",0.963],["karoserie",0.879],["palivo",0.573],["Pravy predni tlumic",0.928],["Pravy zadni tlumic",0.802]],0.258,0.0] Googling the RPT errors gave poor results. However there is a list of what I tried : set arama2oaserver.exe as Win XP SP3 compatible and gave it administrator privileges -> same issue created new admin account and launched server from it -> same issue increased the remote mySQL server caches in the my.conf file, however it roughly takes 3% of the CPU and 42MB of RAM -> same issue deleted the DLL folder and DLL files located in the root ArmA II installation folder then redownloaded them using Steam's file check -> same issue added latest C and C++ connectors for mySQL (libmysql.dll and mysqlcppconn.dll) in the root game directory -> same issue installed test DayZ server on my home computer -> same issue (this test tends to prove that the virtualized os has not to be incriminated) Here are the specs : Dedicated server with DayZ CPU : Intel Xeon E3-1225 V2 @3.2GHz with 8MB cache RAM : 4x 4GB Disks : two 1TB disks, with main mounting point using raid1 for 100GB, then raid0 for the rest Host OS : Debian 7.2 64bits, installed on raid1 Invited OS : Windows 7 Pro 64bits, using VMWare Workstation 10, virtual disk on raid0 MySQL database : MySQL Workbench 6.0 Bandwidth : 100Mbps VPS with Mumble, the website and the remote database CPU : vCore 2GHz RAM : 512Mo OS : Ubuntu Server 12.04 32bits MySQL database : standalone MySQL 5.5.22 Bandwidth : 100 Mbps Testing home server : CPU : Intel i7-930 @2.8GHz with 8MB cache RAM : 3x 2GB Disk : Seagate Barracuda 2TB @7200rpm with 64MB cache OS : Windows 7 Home Premium 64bits MySQL database : MySQL 5.6.12 from the latest WAMP 64bits package Bandwidth : 50Mbps down, 5Mbps up Any help or link to documentation would be helpful. Kind regards, Arnaud
  20. So I'm looking for this file so that I can extend the length of time before placed items despawn. Can anyone help me locate it? Server hosted by vilayer, thanks
  21. This is a sample of my info, these are constantly popping up. Traders are inaccessable, as are safes. Any one know a place where I can look up the error messages? I've done some searching and can't seem to find anything. 18:37:39 HiveExt(0): [information] Result: ["PASS"] 18:37:39 HiveExt(0): [information] Method: 388 Params: 3.34036e+006155660038: 18:37:39 HiveExt(0): [Error] Error executing |CHILD:388:3.34036e+006155660038:| 18:37:41 HiveExt(0): [information] Method: 388 Params: 3.34036e+006155660038: 18:37:41 HiveExt(0): [Error] Error executing |CHILD:388:3.34036e+006155660038:|
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