Jump to content

[Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership


Recommended Posts

 

Rimblock i know you are busy and don't like supporting with things that aren't related to the mod if you have time would you mind telling me what the query of this would be now as it changed on the Steam patch

UPDATE `object_data` SET `CharacterID` = 0
WHERE
`LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 30 DAY) AND
`Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 30 DAY) AND
`CharacterID` > 0 AND
`Classname` IN ('VaultStorageLocked') AND
`Inventory` <> '[]' AND
`Inventory` IS NOT NULL

 

I like helping but have very limited time right now and lots on my ToDo list ;) .

 

That is some sql to unlock any locked safes that are more than 30 days since they were last opened.

 

As far as A Plot for Life is concerned, the sql needs no changes as the CharacterID field is still used for the safe combo as it is in vanilla Epoch.

Link to comment
Share on other sites

I keep getting this everytime I start the server, I can't seem to figure out why but it only does it when the lines instructed on the script are put into the server_monitor.sqf, I have a feeling its something simple as I spent about 2 hours looking over code, changing out files and commenting scripts out but I can't figure it out....Please assist, server hangs up on authentication as well

 

18:14:02 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"

18:14:02 "DayZ Epoch: MPframework inited"

18:14:03 APlotForLife

18:14:03 "[_serverMonitor: z\addons\dayz_code\system\server_monitor.sqf]"

18:14:03 "Res3tting B!S effects..."

18:14:03 "HIVE: Starting"

18:14:03 "HIVE: trying to get objects"

18:14:03 Error in expression < select 1)) != "SCALAR")})) then {

if ((_hiveResponse select 1) == "Instance alr>

18:14:03   Error position: <_hiveResponse select 1) == "Instance alr>

18:14:03   Error Undefined variable in expression: _hiveresponse

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 40

18:14:03 Error in expression <yZ_instance];

_hiveResponse = _key call server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error position: <server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error Undefined variable in expression: server_hivereadwrite

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 38

18:14:03 "HIVE: trying to get objects"

18:14:03 Error in expression < select 1)) != "SCALAR")})) then {

if ((_hiveResponse select 1) == "Instance alr>

18:14:03   Error position: <_hiveResponse select 1) == "Instance alr>

18:14:03   Error Undefined variable in expression: _hiveresponse

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 40

18:14:03 Error in expression <yZ_instance];

_hiveResponse = _key call server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error position: <server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error Undefined variable in expression: server_hivereadwrite

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 38

18:14:03 "HIVE: trying to get objects"

18:14:03 Error in expression < select 1)) != "SCALAR")})) then {

if ((_hiveResponse select 1) == "Instance alr>

18:14:03   Error position: <_hiveResponse select 1) == "Instance alr>

18:14:03   Error Undefined variable in expression: _hiveresponse

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 40

18:14:03 Error in expression <yZ_instance];

_hiveResponse = _key call server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error position: <server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error Undefined variable in expression: server_hivereadwrite

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 38

18:14:03 "HIVE: trying to get objects"

18:14:03 Error in expression < select 1)) != "SCALAR")})) then {

if ((_hiveResponse select 1) == "Instance alr>

18:14:03   Error position: <_hiveResponse select 1) == "Instance alr>

18:14:03   Error Undefined variable in expression: _hiveresponse

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 40

18:14:03 Error in expression <yZ_instance];

_hiveResponse = _key call server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error position: <server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error Undefined variable in expression: server_hivereadwrite

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 38

18:14:03 "HIVE: trying to get objects"

18:14:03 Error in expression < select 1)) != "SCALAR")})) then {

if ((_hiveResponse select 1) == "Instance alr>

18:14:03   Error position: <_hiveResponse select 1) == "Instance alr>

18:14:03   Error Undefined variable in expression: _hiveresponse

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 40

18:14:03 Error in expression <yZ_instance];

_hiveResponse = _key call server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error position: <server_hiveReadWrite;  

if ((((isnil "_h>

18:14:03   Error Undefined variable in expression: server_hivereadwrite

18:14:03 File z\addons\dayz_server\system\server_monitor.sqf, line 38

18:14:04 "HIVE: Spawning # of Debris: 0"

18:14:04 "HIVE: Spawning # of Ammo Boxes: 3"

18:14:04 Error in expression <x" from 1 to MaxAmmoBoxes do {

[] spawn spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error position: <spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error Undefined variable in expression: spawn_ammosupply

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 342

18:14:04 Error in expression <x" from 1 to MaxAmmoBoxes do {

[] spawn spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error position: <spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error Undefined variable in expression: spawn_ammosupply

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 342

18:14:04 Error in expression <x" from 1 to MaxAmmoBoxes do {

[] spawn spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error position: <spawn_ammosupply;

};

diag_log ("HIVE: S>

18:14:04   Error Undefined variable in expression: spawn_ammosupply

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 342

18:14:04 "HIVE: Spawning # of Veins: 50"

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 Error in expression <x" from 1 to MaxMineVeins do {

[] spawn spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error position: <spawn_mineveins;

};

if(isnil "dayz_MapA>

18:14:04   Error Undefined variable in expression: spawn_mineveins

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 347

18:14:04 "Total Number of spawn locations 11"

18:14:04 Error in expression <if (isDedicated) then {

_id = [] spawn server_spawnEvents;

[] spawn {

private >

18:14:04   Error position: <server_spawnEvents;

[] spawn {

private >

18:14:04   Error Undefined variable in expression: server_spawnevents

18:14:04 File z\addons\dayz_server\system\server_monitor.sqf, line 366

 

You probably have a missing ";" in there somewhere which can be a P.I.T.A. to find. 

 

Download a good version from the A Plot for Life Github and get a copy of WinDiff (see the tools link in my sig) and compare the two files.  It should highlight any issues fairly quickly.

 

If you have any other custom stuff in there then it is going to be a bit more tricky to troubleshoot.

Link to comment
Share on other sites

Before I spend 4 hours painstakingly searching every nook and cranny, would anyone happen to know why on our server many player's building materials are disappearing after 7 days without the ability to maintain anything on the plot pole? I've looked in all the obvious files and variables (including the maintain area), and it'd be fair to say there appears to be "sweet F.A." related. 

 

I've since modified the setDamageOnAge event and set that to seven days (it was three previously - even then, why was it still showing 0 building parts in range after 5 days?), but things like the removeObjectOld event is set to run this which I can only assume does something like take the last updated date, subtract the current date, and add 24 days, but who knows:

DELETE FROM `Object_DATA` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 24 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 42 DAY)

So with that all said, I would really, really appreciate it if anyone could point me in the right direction to establishing a maintenance cycle of 7 - 14 days (that is to say, you cannot maintain until 7 days has passed and after 14 days your object will disappear). Additionally, I would appreciate it if anyone knows why at the moment plot poles are returning 0 building parts in range and then still proceeding to delete items after 7 days.

 

 

-- EDIT:

 

Little update: so I've just read that somewhere along the line exists a bug whereby the SQL sets the damage to 0.1, but Epoch checks for > 0.1, hence why no-one ever was told about the need to maintain their base. This I've fixed, and this is now showing that bases need maintaining. However, I would still like to know how and whether it is possible to set the maintainance range from 7 to 14 days rather than what it seems to be at the minute whereby it's something like 2 - 7... Thanks.

Link to comment
Share on other sites

Before I spend 4 hours painstakingly searching every nook and cranny, would anyone happen to know why on our server many player's building materials are disappearing after 7 days without the ability to maintain anything on the plot pole? I've looked in all the obvious files and variables (including the maintain area), and it'd be fair to say there appears to be "sweet F.A." related. 

 

I've since modified the setDamageOnAge event and set that to seven days (it was three previously - even then, why was it still showing 0 building parts in range after 5 days?), but things like the removeObjectOld event is set to run this which I can only assume does something like take the last updated date, subtract the current date, and add 24 days, but who knows:

DELETE FROM `Object_DATA` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 24 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 42 DAY)

So with that all said, I would really, really appreciate it if anyone could point me in the right direction to establishing a maintenance cycle of 7 - 14 days (that is to say, you cannot maintain until 7 days has passed and after 14 days your object will disappear). Additionally, I would appreciate it if anyone knows why at the moment plot poles are returning 0 building parts in range and then still proceeding to delete items after 7 days.

 

 

-- EDIT:

 

Little update: so I've just read that somewhere along the line exists a bug whereby the SQL sets the damage to 0.1, but Epoch checks for > 0.1, hence why no-one ever was told about the need to maintain their base. This I've fixed, and this is now showing that bases need maintaining. However, I would still like to know how and whether it is possible to set the maintainance range from 7 to 14 days rather than what it seems to be at the minute whereby it's something like 2 - 7... Thanks.

 

 

Jon I've also had half of peoples bases disappearing 7 days after they've put them down, I've disabled all SQL scripts that run against the object data table for now, mind telling us exactly what you found to be wrong? I'd love to get maintenance going again as it's the only way to effectively clean abandoned bases off the map.

Link to comment
Share on other sites

I've done a vanilla install then this mod and it works fine, the problem is as soon as I merge Snap Pro using the provided player_build, whenever I try to build I get "you cannot do this while you are in the water?"

The only change is pointing the compiles to the Snap_Pro player_build and replacing that with the merged one here. (Admin fast build etc)

 

Any ideas what I'm doing wrong? I'm using the latest version of both

 

Edit = Never mind...I rolled back to just the Plot4life and still same issue...bloody strange...seems somethings corrupted and I've even ripped out P4L and re-installed that too and still the same...killed and removed my guy from the database...same thing...arghh >_<

Going to format the server again and start over =/

Link to comment
Share on other sites

@RimBlock, funny you should ask! I merged it last night with the latest Snap_Pro but I also implemented the admin build etc to it also so don't have a "clean" version. Give me an hour or so and I will merge one quickly for everyone. I am having no issues with Snap_Pro or P4L and the server / client (me) are now using the new steam patch - 1.63.125548 - I have placed a plot pole - commited suicide - respawned - went back to plot pole (still there and tied to me) and showed the plot boundry and continued building with items snapping.

 

If you want it all - P4L / Snap_Pro / Instant Admin Build / Instant Admin Upgrade - use this Player_Build.sqf: (Thanks go to @KamikazeXeX - For getting the admin insta-build working)

 

/*
	DayZ Base Building
	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo",
"_location","_dir","_classname","_item","_hasRequiredTools","_missingT","_missingB","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_previewCounter","_requireplot","_objHupDiff","_objHDiff","_isLandFireDZ","_isTankTrap","_isNear2","_typeIsString","_isBuildAdmin","_needBuildItem","_hasbuilditems","_itemIn","_countIn","_qty","_missingQty","_textMissing","_removed","_tobe_removed_total","_removed_total","_ownerPUID", "_playerUID"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

// disallow building if too many objects are found within 30m
if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};

_onLadder =		(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = 		dayz_isSwimming;
_cancel = false;
_reason = "";
_canBuildOnPlot = false;
_isBuildAdmin = (getPlayerUID player) in WG_adminBuild;

_vehicle = vehicle player;
_inVehicle = (_vehicle != player);

_playerUID = getPlayerUID player;
//snap
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);

DZE_Q = false;
DZE_Z = false;

DZE_Q_alt = false;
DZE_Z_alt = false;

DZE_Q_ctrl = false;
DZE_Z_ctrl = false;

DZE_5 = false;
DZE_4 = false;
DZE_6 = false;
DZE_F = false;

DZE_cancelBuilding = false;

call gear_ui_init;
closeDialog 1;

if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};

_typeIsString = ((typeName _this) == "STRING");
//diag_log format["Type is STRING: %1",_typeIsString];
if (_typeIsString) then {
	_item =	_this;
};
if (!_typeIsString) then {
	_item =	_this select 0;
};

// Need Near Requirements
_abort = false;
_distance = 10;
_reason = "";

if (_typeIsString) then {
	_needNear = 	getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");

	{
		switch(_x) do{
			case "fire":
			{
				_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
				if(_isNear == 0) then {
					_abort = true;
					_reason = "fire";
				};
			};
			case "workshop":
			{
				_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
				if(_isNear == 0) then {
					_abort = true;
					_reason = "workshop";
				};
			};
			case "fueltank":
			{
				_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
				_isNear2 = nearestObjects [player, dayz_fuelsources, _distance];
				if(_isNear == 0) then {
					_abort = true;
					_reason = "fuel tank";
					_distance = 30;
				};
			};
		};
	} forEach _needNear;


	if(_abort) exitWith {
		cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
		DZE_ActionInProgress = false;
	};
};

if (_typeIsString) then {
	_classname = 	getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
	_classnametmp = _classname;
	_require =  getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
};
if (!_typeIsString) then {
	_classname = _this select 0;
	_classnametmp = _classname;
	_require = _this select 1;
};
_text = 		getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");

_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
	_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};

_requireplot = DZE_requireplot;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
	_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
};

_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
	_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};


if (!_typeIsString) then {
	_offset = _this select 3;
};
if (_typeIsString) then {
	_offset = 	getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
	if((count _offset) <= 0) then {
		_offset = [0,1.5,0];
	};
};

_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_isLandFireDZ = (_classname == "Land_Fire_DZ");

_distance = DZE_PlotPole select 0;
_needText = localize "str_epoch_player_246";

if(_isPole) then {
	_distance = DZE_PlotPole select 1;
};

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
	if (alive _x) then {
		_findNearestPole set [(count _findNearestPole),_x];
	};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

// If item is plot pole && another one exists within 45m
if(_isPole && _IsNearPlot > 0) exitWith {  DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };

if(_IsNearPlot == 0) then {

	// Allow building of plot
	if(_requireplot == 0 || _isLandFireDZ) then {
		_canBuildOnPlot = true;
	};

} else {
	// Since there are plots nearby we check for ownership && then for friend status

	// check nearby plots ownership && then for friend status
	_nearestPole = _findNearestPole select 0;

	// Find owner
	_ownerID = _nearestPole getVariable ["ownerPUID","0"];

	 // //diag_log format["Player_build start: [PlayerUID = %1]  [OwnerID = %2]", _playerUID, _ownerID];

	// check if friendly to owner
	if(_playerUID == _ownerID) then {  //Keep ownership
		// owner can build anything within his plot except other plots
		if(!_isPole) then {
			_canBuildOnPlot = true;		
		};
	} else {
		// disallow building plot
		if(!_isPole) then {
			_friendlies		= player getVariable ["friendlyTo",[]];
			// check if friendly to owner
			if(_ownerID in _friendlies) then {
				_canBuildOnPlot = true;
			};
		};
	};
};

// _message
if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };

_missingT = "";
_missingB = "";
_hasRequiredTools = true;
_hasbuilditem = true;
if (!_isBuildAdmin) then {
	{
		//diag_log format["Testing for tool: %1",_x];
		_hastoolweapon = _x in weapons player;
		if(!_hastoolweapon) exitWith {_hasRequiredTools = false; _missingT = getText (configFile >> "cfgWeapons" >> _x >> "displayName");};
	} forEach _require;

	if (!_typeIsString && _hasRequiredTools) then {
		_needBuildItem = _this select 2;
		{
			_itemIn = _x select 0;
			_countIn = _x select 1;
			_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
			if(_qty < _countIn) exitWith { _missingB = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); _missingQty = (_countIn - _qty); _hasbuilditem = false;};
		} forEach _needBuildItem;
	};
	
	if (_typeIsString && _hasRequiredTools) then {
		_hasbuilditem = _this in magazines player;
	};
};
// Message If missing
if (!_hasRequiredTools) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missingT] , "PLAIN DOWN"];};

if (!_typeIsString && !_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_146"),_missingQty, _missingB], "PLAIN DOWN"];};
if (_typeIsString && !_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };


//Proceed after item check
if (_hasRequiredTools && _hasbuilditem) then {

	_location = [0,0,0];
	_isOk = true;

	// get inital players position
	_location1 = getPosATL player;
	_dir = getDir player;

	// if ghost preview available use that instead
	if (_ghost != "") then {
		_classname = _ghost;
	};

	_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
	//Build gizmo
	_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
	_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
	_objectHelper setobjecttexture [0,_helperColor];
	_objectHelper attachTo [player,_offset];
	_object attachTo [_objectHelper,[0,0,0]];
	_position = getPosATL _objectHelper;
	
	//cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];

	_objHDiff = 0;

if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {	
	["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
	
	while {_isOk} do {

		_zheightchanged = false;
		_zheightdirection = "";
		_rotate = false;

		if (DZE_Q) then {
			DZE_Q = false;
			_zheightdirection = "up";
			_zheightchanged = true;
		};
		if (DZE_Z) then {
			DZE_Z = false;
			_zheightdirection = "down";
			_zheightchanged = true;
		};
		if (DZE_Q_alt) then {
			DZE_Q_alt = false;
			_zheightdirection = "up_alt";
			_zheightchanged = true;
		};
		if (DZE_Z_alt) then {
			DZE_Z_alt = false;
			_zheightdirection = "down_alt";
			_zheightchanged = true;
		};
		if (DZE_Q_ctrl) then {
			DZE_Q_ctrl = false;
			_zheightdirection = "up_ctrl";
			_zheightchanged = true;
		};
		if (DZE_Z_ctrl) then {
			DZE_Z_ctrl = false;
			_zheightdirection = "down_ctrl";
			_zheightchanged = true;
		};
		if (DZE_4) then {
			_rotate = true;
			DZE_4 = false;
			if (helperDetach) then {
				_dir = -45;
			} else {
				_dir = 180;
			};
		};
		if (DZE_6) then {
			_rotate = true;
			DZE_6 = false;
			if (helperDetach) then {
				_dir = 45;
			} else {
				_dir = 0;
			};
		};
		
		if (DZE_F and _canDo) then {	
			if (helperDetach) then {
			_objectHelperDir = getDir _objectHelper; 
			_objectHelper attachTo [player];
			_objectHelper setDir _objectHelperDir-(getDir player);
			helperDetach = false;
			} else {
			_objectHelperPos = getPosATL _objectHelper;
			detach _objectHelper;			
			_objectHelper setPosATL _objectHelperPos;
			_objectHelperDir = getDir _objectHelper;
			_objectHelper setVelocity [0,0,0]; //fix sliding glitch
			helperDetach = true;
			};
			DZE_F = false;
		};

		if(_rotate) then {
			if (helperDetach) then {
				_objectHelperDir = getDir _objectHelper;
				_objectHelperPos = getPosATL _objectHelper;
				_objectHelper setDir _objectHelperDir+_dir;
				_objectHelper setPosATL _objectHelperPos;
			} else {
				_objectHelper setDir _dir;
				_objectHelper setPosATL _position;
				//diag_log format["DEBUG Rotate BUILDING POS: %1", _position];			
			};

		};

		if(_zheightchanged) then {
			if (!helperDetach) then {
			detach _objectHelper;
			};

			_position = getPosATL _objectHelper;

			if(_zheightdirection == "up") then {
				_position set [2,((_position select 2)+0.1)];
				_objHDiff = _objHDiff + 0.1;
			};
			if(_zheightdirection == "down") then {
				_position set [2,((_position select 2)-0.1)];
				_objHDiff = _objHDiff - 0.1;
			};

			if(_zheightdirection == "up_alt") then {
				_position set [2,((_position select 2)+1)];
				_objHDiff = _objHDiff + 1;
			};
			if(_zheightdirection == "down_alt") then {
				_position set [2,((_position select 2)-1)];
				_objHDiff = _objHDiff - 1;
			};

			if(_zheightdirection == "up_ctrl") then {
				_position set [2,((_position select 2)+0.01)];
				_objHDiff = _objHDiff + 0.01;
			};
			if(_zheightdirection == "down_ctrl") then {
				_position set [2,((_position select 2)-0.01)];
				_objHDiff = _objHDiff - 0.01;
			};

			_objectHelper setDir (getDir _objectHelper);

			if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
				_position set [2,0];
			};

			_objectHelper setPosATL _position;

			//diag_log format["DEBUG Change BUILDING POS: %1", _position];

			if (!helperDetach) then {
			_objectHelper attachTo [player];
			};
		};

		sleep 0.5;

		_location2 = getPosATL player;

		if(DZE_5) exitWith {
			_isOk = false;
			detach _object;
			_dir = getDir _object;
			_position = getPosATL _object;
			//diag_log format["DEBUG BUILDING POS: %1", _position];
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if(_location1 distance _location2 > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "You've moved to far away from where you started building (within 10 meters)";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};
		
		if(_IsNearPlot == 0 && !_isPole) then {
			_findNearestPoles = nearestObjects [_objectHelper, ["Plastic_Pole_EP1_DZ"], 30];
			_nearestPole = _findNearestPoles select 0;
			_objectHelperPos = getPosATL _objectHelper;
			if (_objectHelperPos distance _nearestPole < 30) exitWith {
				_isOk = false; 
				_cancel = true;
				_reason = "You cannot enter plot pole area while building is in progress";
				detach _object;
				deleteVehicle _object;
				detach _objectHelper;
				deleteVehicle _objectHelper;
			};
		};
			
		
		if(_location1 distance _objectHelperPos > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Object is placed to far away from where you started building (within 10 meters)";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if(abs(_objHDiff) > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Cannot move up || down more than 10 meters";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if (player getVariable["combattimeout", 0] >= time) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = (localize "str_epoch_player_43");
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if (DZE_cancelBuilding) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Cancelled building.";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};
	};

	//No building on roads unless toggled
	if (!DZE_BuildOnRoads) then {
		if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
	};

	// No building in trader zones
	if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };

	if(!_cancel) then {

		_classname = _classnametmp;

		// Start Build
		_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];

		_tmpbuilt setdir _dir;

		// Get position based on object
		_location = _position;

		if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
			_location set [2,0];
		};

		_tmpbuilt setPosATL _location;


		cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];

		_limit = 3;

		if (DZE_StaticConstructionCount > 0) then {
			_limit = DZE_StaticConstructionCount;
		} else {
			if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
				_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
			};
		};

		_isOk = true;
		_proceed = false;
		_counter = 0;
		
		while {_isOk && !_isBuildAdmin} do {

			[10,10] call dayz_HungerThirst;
			player playActionNow "Medic";

			_dis=20;
			_sfx = "repair";
			[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
			[player,_dis,true,(getPosATL player)] spawn player_alertZombies;

			r_interrupt = false;
			_animState = animationState player;
			r_doLoop = true;
			_started = false;
			_finished = false;

			while {r_doLoop} do {
				_animState = animationState player;
				_isMedic = ["medic",_animState] call fnc_inString;
				if (_isMedic) then {
					_started = true;
				};
				if (_started && !_isMedic) then {
					r_doLoop = false;
					_finished = true;
				};
				if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
					r_doLoop = false;
				};
				if (DZE_cancelBuilding) exitWith {
					r_doLoop = false;
				};
				sleep 0.1;
			};
			r_doLoop = false;


			if(!_finished) exitWith {
				_isOk = false;
				_proceed = false;
			};

			if(_finished) then {
				_counter = _counter + 1;
			};

			cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];

			if(_counter == _limit) exitWith {
				_isOk = false;
				_proceed = true;
			};
		};
		if (_isBuildAdmin) then {
			_isOk = false;
			_proceed = true;
		};

		if (_proceed) then {
		//diag_log "Proceed OK";
			_tobe_removed_total = 0;
			_removed_total = 0;
			_temp_removed_array = [];
			if (!_isBuildAdmin) then {
				//diag_log "Is Admin REMOVE NOT OK";
				if (_typeIsString) then {
					_tobe_removed_total = ([player,_item] call BIS_fnc_invRemove);
					_removed_total = _tobe_removed_total;
				};
				if (!_typeIsString) then {
					{
						_removed = 0;
						_itemIn = _x select 0;
						_countIn = _x select 1;
						// //diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
						_tobe_removed_total = _tobe_removed_total + _countIn;
			
						{					
							if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
							_num_removed = ([player,_x] call BIS_fnc_invRemove);
								_removed = _removed + _num_removed;
								_removed_total = _removed_total + _num_removed;
								if(_num_removed == 1) then {
									_temp_removed_array set [count _temp_removed_array,_x];
								};
							};
						} forEach magazines player;
					} forEach _needBuildItem;
				};
			} else {
				//diag_log "Is Admin REMOVE OK";
				_tobe_removed_total = 1;
				_removed_total = 1;
			};
			if((_tobe_removed_total == _removed_total) && (_removed_total >= 1)) then {
				//diag_log "Removed Item OK";
				cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];

				if (_isPole) then {
					[] spawn player_plotPreview;
				};

				_tmpbuilt setVariable ["OEMPos",_location,true];

				if(_lockable > 1) then {
					//diag_log "Is Lockable OK";
					_combinationDisplay = "";

					switch (_lockable) do {

						case 2: { // 2 lockbox
							_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
							dayz_combination = _combination;
							if (_combination_1 == 100) then {
								_combination_1_Display = "Red";
							};
							if (_combination_1 == 101) then {
								_combination_1_Display = "Green";
							};
							if (_combination_1 == 102) then {
								_combination_1_Display = "Blue";
							};
							_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
						};

						case 3: { // 3 combolock
							_combination_1 = floor(random 10);
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
							dayz_combination = _combination;
							_combinationDisplay = _combination;
						};

						case 4: { // 4 safe
							_combination_1 = floor(random 10);
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination_4 = floor(random 10);
							_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
							dayz_combination = _combination;
							_combinationDisplay = _combination;
						};
					};

					_tmpbuilt setVariable ["CharacterID",_combination,true];
					_tmpbuilt setVariable ["ownerPUID",_playerUID,true];


					PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID],_classname];
					//diag_log "Publish Lockable";
					publicVariableServer "PVDZE_obj_Publish";

					cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];


				} else {
					_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
					_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
					
					// fire?
					if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
						_tmpbuilt spawn player_fireMonitor;
					} else {
						//diag_log "Publish Other";
						PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID],_classname];
						publicVariableServer "PVDZE_obj_Publish";
					};
				};
			} else {
				//diag_log "Remove Item NOT OK";
				deleteVehicle _tmpbuilt;
				cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
				{
					[player,_x] call BIS_fnc_invAdd;
				} forEach _temp_removed_array;				
			};

		} else {
			//diag_log "Proceed NOT OK";
			r_interrupt = false;
			if (vehicle player == player) then {
				[objNull, player, rSwitchMove,""] call RE;
				player playActionNow "stop";
			};

			deleteVehicle _tmpbuilt;

			cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
		};

	} else {
		//diag_log "Cancel is TRUE";
		deleteVehicle _tmpbuilt;
		cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
	};
};

DZE_ActionInProgress = false;

 

As stated I will merge a player_build with the recent Snap_Pro and P4L and post an edit to this one so as to avoid confusion.

 

EDIT:

 

Well that was easier than I thought:

 

/*
	DayZ Base Building
	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_helperColor","_objectHelper","_objectHelperDir","_objectHelperPos","_canDo",
"_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap","_ownerPUID","_playerUID"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

// disallow building if too many objects are found within 30m
if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};

_onLadder =		(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = 		dayz_isSwimming;
_cancel = false;
_reason = "";
_canBuildOnPlot = false;

_vehicle = vehicle player;
_inVehicle = (_vehicle != player);

_playerUID = getPlayerUID player;
//snap
helperDetach = false;
_canDo = (!r_drag_sqf and !r_player_unconscious);

DZE_Q = false;
DZE_Z = false;

DZE_Q_alt = false;
DZE_Z_alt = false;

DZE_Q_ctrl = false;
DZE_Z_ctrl = false;

DZE_5 = false;
DZE_4 = false;
DZE_6 = false;
DZE_F = false;

DZE_cancelBuilding = false;

call gear_ui_init;
closeDialog 1;

if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};
if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};

_item =	_this;

// Need Near Requirements
_abort = false;
_reason = "";

_needNear = 	getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");

{
	switch(_x) do{
		case "fire":
		{
			_distance = 3;
			_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
			if(_isNear == 0) then {
				_abort = true;
				_reason = "fire";
			};
		};
		case "workshop":
		{
			_distance = 3;
			_isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);
			if(_isNear == 0) then {
				_abort = true;
				_reason = "workshop";
			};
		};
		case "fueltank":
		{
			_distance = 30;
			_isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);
			if(_isNear == 0) then {
				_abort = true;
				_reason = "fuel tank";
			};
		};
	};
} forEach _needNear;


if(_abort) exitWith {
	cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];
	DZE_ActionInProgress = false;
};

_classname = 	getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_classnametmp = _classname;
_require =  getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = 		getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");

_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {
	_lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");
};

_requireplot = DZE_requireplot;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {
	_requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");
};

_isAllowedUnderGround = 1;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {
	_isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");
};

_offset = 	getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
if((count _offset) <= 0) then {
	_offset = [0,1.5,0];
};

_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_isLandFireDZ = (_classname == "Land_Fire_DZ");

_distance = DZE_PlotPole select 0;
_needText = localize "str_epoch_player_246";

if(_isPole) then {
	_distance = DZE_PlotPole select 1;
};

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
	if (alive _x) then {
		_findNearestPole set [(count _findNearestPole),_x];
	};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

// If item is plot pole && another one exists within 45m
if(_isPole && _IsNearPlot > 0) exitWith {  DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };

if(_IsNearPlot == 0) then {

	// Allow building of plot
	if(_requireplot == 0 || _isLandFireDZ) then {
		_canBuildOnPlot = true;
	};

} else {
	// Since there are plots nearby we check for ownership && then for friend status

	// check nearby plots ownership && then for friend status
	_nearestPole = _findNearestPole select 0;

	// Find owner
	_ownerID = _nearestPole getVariable ["ownerPUID","0"];

	// diag_log format["Player_build start: [PlayerUID = %1]  [OwnerID = %2]", _playerUID, _ownerID];

	// check if friendly to owner
	if(_playerUID == _ownerID) then {  //Keep ownership
		// owner can build anything within his plot except other plots
		diag_log text "Player is owner";
		if(!_isPole) then {
			_canBuildOnPlot = true;
		};
	} else {
		// disallow building plot
		if(!_isPole) then {
			_friendlies		= player getVariable ["friendlyTo",[]];
			// check if friendly to owner
			if(_ownerID in _friendlies) then {
				_canBuildOnPlot = true;
			};
		};
	};
};

// _message
if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };

_missing = "";
_hasrequireditem = true;
{
	_hastoolweapon = _x in weapons player;
	if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };
} count _require;

_hasbuilditem = _this in magazines player;
if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };

if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };
if (_hasrequireditem) then {

	_location = [0,0,0];
	_isOk = true;

	// get inital players position
	_location1 = getPosATL player;
	_dir = getDir player;

	// if ghost preview available use that instead
	if (_ghost != "") then {
		_classname = _ghost;
	};

	_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
	//Build gizmo
	_objectHelper = "Sign_sphere10cm_EP1" createVehicle _location;
	_helperColor = "#(argb,8,8,3)color(0,0,0,0,ca)";
	_objectHelper setobjecttexture [0,_helperColor];
	_objectHelper attachTo [player,_offset];
	_object attachTo [_objectHelper,[0,0,0]];
	_position = getPosATL _objectHelper;
	
	//cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];

	_objHDiff = 0;

if (isClass (missionConfigFile >> "SnapBuilding" >> _classname)) then {	
	["","","",["Init",_object,_classname,_objectHelper]] spawn snap_build;
};
	
	while {_isOk} do {

		_zheightchanged = false;
		_zheightdirection = "";
		_rotate = false;

		if (DZE_Q) then {
			DZE_Q = false;
			_zheightdirection = "up";
			_zheightchanged = true;
		};
		if (DZE_Z) then {
			DZE_Z = false;
			_zheightdirection = "down";
			_zheightchanged = true;
		};
		if (DZE_Q_alt) then {
			DZE_Q_alt = false;
			_zheightdirection = "up_alt";
			_zheightchanged = true;
		};
		if (DZE_Z_alt) then {
			DZE_Z_alt = false;
			_zheightdirection = "down_alt";
			_zheightchanged = true;
		};
		if (DZE_Q_ctrl) then {
			DZE_Q_ctrl = false;
			_zheightdirection = "up_ctrl";
			_zheightchanged = true;
		};
		if (DZE_Z_ctrl) then {
			DZE_Z_ctrl = false;
			_zheightdirection = "down_ctrl";
			_zheightchanged = true;
		};
		if (DZE_4) then {
			_rotate = true;
			DZE_4 = false;
			if (helperDetach) then {
				_dir = -45;
			} else {
				_dir = 180;
			};
		};
		if (DZE_6) then {
			_rotate = true;
			DZE_6 = false;
			if (helperDetach) then {
				_dir = 45;
			} else {
				_dir = 0;
			};
		};
		
		if (DZE_F and _canDo) then {	
			if (helperDetach) then {
			_objectHelperDir = getDir _objectHelper; 
			_objectHelper attachTo [player];
			_objectHelper setDir _objectHelperDir-(getDir player);
			helperDetach = false;
			} else {
			_objectHelperPos = getPosATL _objectHelper;
			detach _objectHelper;			
			_objectHelper setPosATL _objectHelperPos;
			_objectHelperDir = getDir _objectHelper;
			_objectHelper setVelocity [0,0,0]; //fix sliding glitch
			helperDetach = true;
			};
			DZE_F = false;
		};

		if(_rotate) then {
			if (helperDetach) then {
				_objectHelperDir = getDir _objectHelper;
				_objectHelperPos = getPosATL _objectHelper;
				_objectHelper setDir _objectHelperDir+_dir;
				_objectHelper setPosATL _objectHelperPos;
			} else {
				_objectHelper setDir _dir;
				_objectHelper setPosATL _position;
				//diag_log format["DEBUG Rotate BUILDING POS: %1", _position];			
			};

		};

		if(_zheightchanged) then {
			if (!helperDetach) then {
			detach _objectHelper;
			};

			_position = getPosATL _objectHelper;

			if(_zheightdirection == "up") then {
				_position set [2,((_position select 2)+0.1)];
				_objHDiff = _objHDiff + 0.1;
			};
			if(_zheightdirection == "down") then {
				_position set [2,((_position select 2)-0.1)];
				_objHDiff = _objHDiff - 0.1;
			};

			if(_zheightdirection == "up_alt") then {
				_position set [2,((_position select 2)+1)];
				_objHDiff = _objHDiff + 1;
			};
			if(_zheightdirection == "down_alt") then {
				_position set [2,((_position select 2)-1)];
				_objHDiff = _objHDiff - 1;
			};

			if(_zheightdirection == "up_ctrl") then {
				_position set [2,((_position select 2)+0.01)];
				_objHDiff = _objHDiff + 0.01;
			};
			if(_zheightdirection == "down_ctrl") then {
				_position set [2,((_position select 2)-0.01)];
				_objHDiff = _objHDiff - 0.01;
			};

			_objectHelper setDir (getDir _objectHelper);

			if((_isAllowedUnderGround == 0) && ((_position select 2) < 0)) then {
				_position set [2,0];
			};

			_objectHelper setPosATL _position;

			//diag_log format["DEBUG Change BUILDING POS: %1", _position];

			if (!helperDetach) then {
			_objectHelper attachTo [player];
			};
		};

		sleep 0.5;

		_location2 = getPosATL player;

		if(DZE_5) exitWith {
			_isOk = false;
			detach _object;
			_dir = getDir _object;
			_position = getPosATL _object;
			//diag_log format["DEBUG BUILDING POS: %1", _position];
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if(_location1 distance _location2 > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "You've moved to far away from where you started building (within 10 meters)";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};
		
		if(_IsNearPlot == 0 && !_isPole) then {
			_findNearestPoles = nearestObjects [_objectHelper, ["Plastic_Pole_EP1_DZ"], 30];
			_nearestPole = _findNearestPoles select 0;
			_objectHelperPos = getPosATL _objectHelper;
			if (_objectHelperPos distance _nearestPole < 30) exitWith {
				_isOk = false; 
				_cancel = true;
				_reason = "You cannot enter plot pole area while building is in progress";
				detach _object;
				deleteVehicle _object;
				detach _objectHelper;
				deleteVehicle _objectHelper;
			};
		};
			
		
		if(_location1 distance _objectHelperPos > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Object is placed to far away from where you started building (within 10 meters)";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if(abs(_objHDiff) > 10) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Cannot move up or down more than 10 meters";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if (player getVariable["combattimeout", 0] >= time) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = (localize "str_epoch_player_43");
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};

		if (DZE_cancelBuilding) exitWith {
			_isOk = false;
			_cancel = true;
			_reason = "Cancelled building.";
			detach _object;
			deleteVehicle _object;
			detach _objectHelper;
			deleteVehicle _objectHelper;
		};
	};

	//No building on roads unless toggled
	if (!DZE_BuildOnRoads) then {
		if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };
	};

	// No building in trader zones
	if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };

	if(!_cancel) then {

		_classname = _classnametmp;

		// Start Build
		_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];

		_tmpbuilt setdir _dir;

		// Get position based on object
		_location = _position;

		if((_isAllowedUnderGround == 0) && ((_location select 2) < 0)) then {
			_location set [2,0];
		};

		_tmpbuilt setPosATL _location;


		cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];

		_limit = 3;

		if (DZE_StaticConstructionCount > 0) then {
			_limit = DZE_StaticConstructionCount;
		}
		else {
			if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
				_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
			};
		};

		_isOk = true;
		_proceed = false;
		_counter = 0;

		while {_isOk} do {

			[10,10] call dayz_HungerThirst;
			player playActionNow "Medic";

			_dis=20;
			_sfx = "repair";
			[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
			[player,_dis,true,(getPosATL player)] spawn player_alertZombies;

			r_interrupt = false;
			r_doLoop = true;
			_started = false;
			_finished = false;

			while {r_doLoop} do {
				_animState = animationState player;
				_isMedic = ["medic",_animState] call fnc_inString;
				if (_isMedic) then {
					_started = true;
				};
				if (_started && !_isMedic) then {
					r_doLoop = false;
					_finished = true;
				};
				if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
					r_doLoop = false;
				};
				if (DZE_cancelBuilding) exitWith {
					r_doLoop = false;
				};
				sleep 0.1;
			};
			r_doLoop = false;


			if(!_finished) exitWith {
				_isOk = false;
				_proceed = false;
			};

			if(_finished) then {
				_counter = _counter + 1;
			};

			cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];

			if(_counter == _limit) exitWith {
				_isOk = false;
				_proceed = true;
			};

		};

		if (_proceed) then {

			_num_removed = ([player,_item] call BIS_fnc_invRemove);
			if(_num_removed == 1) then {

				cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];

				if (_isPole) then {
					[] spawn player_plotPreview;
				};

				_tmpbuilt setVariable ["OEMPos",_location,true];

				if(_lockable > 1) then {

					_combinationDisplay = "";

					switch (_lockable) do {

						case 2: { // 2 lockbox
							_combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
							dayz_combination = _combination;
							if (_combination_1 == 100) then {
								_combination_1_Display = "Red";
							};
							if (_combination_1 == 101) then {
								_combination_1_Display = "Green";
							};
							if (_combination_1 == 102) then {
								_combination_1_Display = "Blue";
							};
							_combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];
						};

						case 3: { // 3 combolock
							_combination_1 = floor(random 10);
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
							dayz_combination = _combination;
							_combinationDisplay = _combination;
						};

						case 4: { // 4 safe
							_combination_1 = floor(random 10);
							_combination_2 = floor(random 10);
							_combination_3 = floor(random 10);
							_combination_4 = floor(random 10);
							_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
							dayz_combination = _combination;
							_combinationDisplay = _combination;
						};
					};

					_tmpbuilt setVariable ["CharacterID",_combination,true];
					_tmpbuilt setVariable ["ownerPUID",_playerUID,true];


					PVDZE_obj_Publish = [_combination,_tmpbuilt,[_dir,_location,_playerUID],_classname];
					publicVariableServer "PVDZE_obj_Publish";

					cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];


				} else {
					_tmpbuilt setVariable ["CharacterID",dayz_characterID,true];
					_tmpbuilt setVariable ["ownerPUID",_playerUID,true];
					
					// fire?
					if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
						_tmpbuilt spawn player_fireMonitor;
					} else {
						PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_playerUID],_classname];
						publicVariableServer "PVDZE_obj_Publish";
					};
				};
			} else {
				deleteVehicle _tmpbuilt;
				cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
			};

		} else {
			r_interrupt = false;
			if (vehicle player == player) then {
				[objNull, player, rSwitchMove,""] call RE;
				player playActionNow "stop";
			};

			deleteVehicle _tmpbuilt;

			cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];
		};

	} else {
		cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];
	};
};

DZE_ActionInProgress = false;

 

For those not sure where to put this, it goes into the snap_pro directory in your custom folder (ONLY HAVE ONE PLAYER_BUILD FILE) then in your compiles.sqf point it to the snap_pro directory NOT PLOTFORLIFE (Sorry RimBlock).

 

 

Regards,

 

Pry

Only just noticed this, thanks man! I'm working on my version to get it updated and the minor issues that are present fixed, things such as having to click the Extra_RC options a few time to allow building, they do weird things such as say you've moved from where you first started building etc, what version is your build of P4L and Snap_pro on? I'm running P4L v2.2.4 and latest snap_pro, if you have updated the combined to both of them to that do you mind hooking me up with your files so i can merge/correct some of my errors, cheers

~KamikazeXeX

Link to comment
Share on other sites

I'm going to have to rip this script out, it's really nice being able to open all the safes and stuff from PlayerUID alone but today I've had even more bases despawning, there's something very wrong with the build system at the moment and I can only trace it back to this mod.

Link to comment
Share on other sites

This script does nothing to change the Epoch building maintenance.

 

This mod does not delete any items unless a player removes them.

 

This script saves all the details about objects that vanilla eEpoch does (including character info).

 

This script also stores the playerUID as extra data in the woldspace field.

 

The worldspace field is not used for housekeeping.

 

There are two places objects are 'housekept' that I am aware of.  The first is via SQL events which you have said you have disabled.  The second is with a setting in the hiveext.ini "CleanupPlacedAfterDays".

 

To say it again to make it totally clear...

 

This mod does not housekeeping and saves objects in the same way as the Vanilla Epoch mod does with the addition of storing the PlayersUID in the Worldspace field.

 

I would suggest you either have an underlying problem in your initial Epoch setup (an Epoch bug or config issue) or an issue with your implementation of this mod, which going by our previous discussions sounds unlikely.

 

Try running Vanilla Epoch for a while without your sql to update the lastupdated values of the objects and see if they start vanishing after 7 days.  if not then after a couple of weeks add this mod back in from the files in the rar dropbox download and run for another couple of weeks.  If all is ok then add other mods in to the mix.  It is the only way you will be able to track down what is causing the issue without going though a lot of code and config files. 

Link to comment
Share on other sites

Ok i have a problem when i use this script and then Maintain Aria its then not working because its giving me 2 gerage doors and 2 doors and 2 cobolock. So its geving me 2 of evrything.

 

Eny one has a fix for this

 

This mod will not build two of anything unless something is seriously wrong or something has gone wrong with merging files with another build mod (Snap build / Snap build Pro etc).

 

What other mods have you installed.

Link to comment
Share on other sites

Only just noticed this, thanks man! I'm working on my version to get it updated and the minor issues that are present fixed, things such as having to click the Extra_RC options a few time to allow building, they do weird things such as say you've moved from where you first started building etc, what version is your build of P4L and Snap_pro on? I'm running P4L v2.2.4 and latest snap_pro, if you have updated the combined to both of them to that do you mind hooking me up with your files so i can merge/correct some of my errors, cheers

~KamikazeXeX

 

Snap Build Pro is actually very fluid at the moment.  I am using the original release with the infinite drag issue but it is otherwise working fine with PryMarys originally provided merged player_build file.

 

Once Snap Build Pro calms down a little with the releases we can try to get a stable merged player_Build file out with a version number for this mod and the Snap Build Pro.

Link to comment
Share on other sites

Awesome thanks RimBlock, glad to know it's not the script, I'll keep chasing it down then, seems someone else was also having this issue so maybe I can fix it for us both.

 

@ Cobramike I had this issue at first as well because I was referencing player_build.sqf and some other files twice, if you have something like snap building v1.6 or Snap Pro you need to merge the two player_build.sqf files in something like Notepad++ then make sure your custom compiles is referencing ONLY that one.

Link to comment
Share on other sites

Before I spend 4 hours painstakingly searching every nook and cranny, would anyone happen to know why on our server many player's building materials are disappearing after 7 days without the ability to maintain anything on the plot pole? I've looked in all the obvious files and variables (including the maintain area), and it'd be fair to say there appears to be "sweet F.A." related. 

 

I've since modified the setDamageOnAge event and set that to seven days (it was three previously - even then, why was it still showing 0 building parts in range after 5 days?), but things like the removeObjectOld event is set to run this which I can only assume does something like take the last updated date, subtract the current date, and add 24 days, but who knows:

DELETE FROM `Object_DATA` WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 24 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 42 DAY)

So with that all said, I would really, really appreciate it if anyone could point me in the right direction to establishing a maintenance cycle of 7 - 14 days (that is to say, you cannot maintain until 7 days has passed and after 14 days your object will disappear). Additionally, I would appreciate it if anyone knows why at the moment plot poles are returning 0 building parts in range and then still proceeding to delete items after 7 days.

 

 

-- EDIT:

 

Little update: so I've just read that somewhere along the line exists a bug whereby the SQL sets the damage to 0.1, but Epoch checks for > 0.1, hence why no-one ever was told about the need to maintain their base. This I've fixed, and this is now showing that bases need maintaining. However, I would still like to know how and whether it is possible to set the maintainance range from 7 to 14 days rather than what it seems to be at the minute whereby it's something like 2 - 7... Thanks.

 

Hey Jon, so I found on mine the hosting company left this out of the Hiveext.ini which is what was causing it, have to thank RimBlock for pointing me to it.

 

"CleanupPlacedAfterDays".

 

If that's not in there with a value after it (check links below for others who've had that problem) then it seems to default to 7 days and just starts removing things with a difference between datestamp and lastUpdate more than 7 days. As a temporary fix if you can't get to the Hiveext.ini immediately but can get to your SQL database add in an event to run daily that just does this:

 

UPDATE 'Object_DATA' SET datestamp = now()

 

That will also update the lastUpdated time to the same, not ideal but a decent work around until you can fix it.

 

 

 

 

 

Those describe exactly what was happening to me and what sounds like is happening to you anyway. Good luck with it.

Link to comment
Share on other sites

Yea sorry forgot to update the thread on my half. I too found that cheeky little variable (in fact I saw it several weeks back, but as it was commented out I always just assumed wrongly...), but yes I've since changed that to -1 and modified the SQL events to do exactly what was intended to be done. As a side note, make sure you change the SQL event that sets the damage to objects to 0.11 or higher, otherwise you'll still get told there are 0 building parts in range.

Link to comment
Share on other sites

I've gone through the instructions so I don't think I've missed anything (they are a little scattered though).

Everything works fine except when it comes to vaults/safes.

After a user places a safe, he is able to "open locked safe", however when they try to go and lock the safe they are given the error:

"you cannot lock this safe, you do not know the combination"

It does not give me the option to "re-enter combination"

Also a user complained he couldn't lock the safe (owner) but I was able to re enter the code, and lock their safe (he was not given the option for re enter code)


Anyone can point me in the right direction?

Cheers,


*Edit*

I opted for the method outlined in post it worked perfectly.

Link to comment
Share on other sites

Hey I set this up and triple checked to make sure everything was put in right. Even though I can't find any mistakes, no one can connect to the server. This shows up for everyone in the RPT. Then they get booted back to the lobby.

 

 

"ERROR: Cannot Sync Character [NOx] Gravvy as no characterID"
Server error: Player without identity testing (id 70042392)
 

 

Anyone know whats up, everything worked fine with the server until I installed this script.

Link to comment
Share on other sites

Hey I set this up and triple checked to make sure everything was put in right. Even though I can't find any mistakes, no one can connect to the server. This shows up for everyone in the RPT. Then they get booted back to the lobby.

 

 

"ERROR: Cannot Sync Character [NOx] Gravvy as no characterID"
Server error: Player without identity testing (id 70042392)
 

 

Anyone know whats up, everything worked fine with the server until I installed this script.

 

 

likely to be an implementation issue.

 

Any other errors in your Server or Client RPT files.

 

Strongest contenders are your init.sqf and commpiles.sqf.

 

Any other mods installed ?.

 

Did you just install the files from the rar file on Dropbox ?.

Link to comment
Share on other sites

There's no new errors in there except the ones that started with this mod. My server is modded but everything has been working fine for weeks up until I decided to set this script up, now no one can connect. I'd post an RPT but I'm in the middle of transferring everything from one box to another across the country. Give me a little bit and I'll add the RPT. RPT Posted.


=====================================================================
== C:\TCAFiles\Users\KevinK2\22683\arma2oaserver.exe
== ARMA2OASERVER.exe -name=VilayerDayZOverPoch -mod=@DayZOverwatch;@DayZ_epoch;@DayZOverpochServer -config=vilayer_active_server_22683\22683_config.cfg -cfg=vilayer_active_server_22683\basic.cfg -profiles=vilayer_active_server_22683 -ip=216.231.138.225 -port=2402
=====================================================================
Exe timestamp: 2014/08/03 16:55:53
Current time: 2014/08/04 13:49:26

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
<English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
<Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
<Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
<French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
<Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
<Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
<Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
<Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
</Key>
<Key ID="STR_VIL_AKS74UB_BS1_SHORT">
<German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:12 Server error: Player without identity [NOx] Gravvy (id 1415217886)
13:50:22 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
13:50:36 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
13:50:36 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
13:50:36 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
13:50:37 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
13:50:37 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
13:50:49 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
13:50:49 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
13:50:50 SetFace error: custom face texture not found in vilayer_active_server_22683\\players\[nox]%20gravvy\
13:50:50 SetFace error: custom face texture not found in vilayer_active_server_22683\\players\[nox]%20gravvy\
13:50:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
13:50:50 "DayZ Epoch: MPframework inited"
13:50:50 "infiSTAR.de - Waiting for bis_fnc_init..."
13:50:50 "infiSTAR.de - bis_fnc_init done - AntiHack STARTING...!"
13:50:50 Warning Message: Script low_admins.sqf not found
13:50:50 Warning Message: Script normal_admins.sqf not found
13:50:50 Warning Message: Script super_admins.sqf not found
13:50:50 Warning Message: Script blacklist.sqf not found
13:50:50 "infiSTAR.de - iproductVersion: 25072014IAHAT332Z | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: chernarus | dayz_instance: 11 | missionName: dayz_overpoch_11"
13:50:50 "infiSTAR.de - _fnc_RandomGen: {
_arr = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4"];
_gen = "PV_";
for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
_gen
}"
13:50:50 "infiSTAR.de - _randvar1: PV_noxvstv"
13:50:50 "infiSTAR.de - _randvar2: PV_hgc2tfv"
13:50:50 "infiSTAR.de - _randvar3: PV_izzjokc"
13:50:50 "infiSTAR.de - _randvar4: PV_1tdwcqb"
13:50:50 "infiSTAR.de - _randvar5: PV_exmxpjm"
13:50:50 "infiSTAR.de - _randvar6: PV_pzcwndh"
13:50:50 "infiSTAR.de - _randvar13: PV_ptpv1se"
13:50:50 "infiSTAR.de - _randvar19: PV_dpr4qdf"
13:50:50 "infiSTAR.de - _randvar26: PV_2ezcqox"
13:50:50 "infiSTAR.de - _randvar27: PV_mpkshmw"
13:50:50 "infiSTAR.de - _randvar27a: PV_fci131o"
13:50:50 "infiSTAR.de - _randvar28: PV_whf1wuc"
13:50:50 "infiSTAR.de - infiSTAR_DLL_PATH: "
13:50:50 "infiSTAR.de - AntiHack LOADED!"
13:50:50 "infiSTAR.de - CREATING AdminMenu"
13:50:50 "infiSTAR.de - ADDING PublicVariableEventHandlers"
13:50:50 "infiSTAR.de - AntiHack FULLY LOADED"
13:50:57 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
13:50:57 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
13:51:41 "Res3tting B!S effects..."
13:51:41 WMOD v1.1.0: loading...
13:51:43 "HIVE: Starting"
13:51:43 "HIVE: trying to get objects"
13:51:44 "HIVE: found 0 objects"
13:51:44 "HIVE: Commence Object Streaming..."
13:51:44 "HIVE: got 0 Epoch Objects and 0 Vehicles"
13:51:44 "HIVE: Vehicle Spawn limit reached!"
13:51:44 "HIVE: Spawning # of Debris: 500"
13:51:44 "HIVE: Spawning # of Ammo Boxes: 3"
13:51:44 "HIVE: Spawning # of Veins: 50"
13:51:45 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
13:51:47 "EPOCH EVENTS INIT"
13:51:58 "Total Number of spawn locations 5"
13:51:59 *** Player identity cannot be applied on person 2:1209 (B 1-1-B:1 (Grace Hirasaki)) - player 2 not found
13:51:59 "infiSTAR.de - Player-Log: [NOx] Gravvy(76561197965417310) - 0h 00min"
13:52:17 "WAI: AI Config File Loaded"
13:52:22 "WAI: AI Monitor Started"
13:52:33 "WAI: Mission Config File Loaded"
13:52:37 "WAI: Starting AI Missions Moniter"
13:52:59 "get: STRING (76561197965417310), sent: STRING (76561197965417310)"
13:52:59 "DISCONNECT: [NOx] Gravvy (76561197965417310) Object: B 1-1-A:1 ([NOx] Gravvy) REMOTE, _characterID: 0 at loc [-7245.61,19536,-3.05176e-005]"
13:52:59 "ERROR: Cannot Sync Character [NOx] Gravvy as no characterID"
13:52:59 Client: Remote object 2:9 not found
13:52:59 Client: Remote object 2:10 not found
13:52:59 Client: Remote object 2:11 not found
13:53:07 [DZMS]: Starting DayZ Mission System.
13:53:07 [DZMS]: WickedAI Found! Using WickedAI's Relations!
13:53:07 [DZMS]: Currently Running Version: 1.1FIN
13:53:07 [DZMS]: Mission and Extended Configuration Loaded!
13:53:07 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
13:53:07 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
13:53:10 [DZMS]: Loading ExecVM Functions.
13:53:10 [DZMS]: Loading Compiled Functions.
13:53:10 [DZMS]: Loading All Other Functions.
13:53:10 [DZMS]: Mission Functions Script Loaded!
13:53:14 [DZMS]: Major Mission Clock Starting!
13:53:14 [DZMS]: Minor Mission Clock Starting!
13:53:14 [DZMS]: Mission Marker Loop for JIPs Starting!
13:53:21 ca\misc\pallets_column.p3d: No geometry and no visual shape
13:53:21 ca\misc\pallets_column.p3d: No geometry and no visual shape
13:53:21 ca\misc\pallets_column.p3d: No geometry and no visual shape
13:53:21 ca\misc\pallets_column.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1a.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1a.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1a.p3d: No geometry and no visual shape
13:53:24 ca\structures\house\church_cross\church_cross_1a.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:53:25 ca\plants2\clutter\c_smallleafplant.p3d: No geometry and no visual shape
13:54:22 "0 Active ground units"
13:54:22 "0 Active emplacement units"
13:54:22 "0 Active chopper patrol units (Crew)"
13:54:22 "0 Active vehicle patrol units (Crew)"
13:55:08 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
13:56:12 "infiSTAR.de PlayerConnected: _uid: 76561197965417310 _name: [NOx] Gravvy"
13:56:12 SetFace error: custom face texture not found in vilayer_active_server_22683\\players\[nox]%20gravvy\

Link to comment
Share on other sites

Think you should focus on this:

SetFace error: custom face texture not found in vilayer_active_server_22683\\players\[nox]%20gravvy\
Don't think the "Cannot Sync Character" is your problem. I see this message often when players have just logged out (or were booted for some other reason) before.

13:52:59 "DISCONNECT: [NOx] Gravvy (76561197965417310) Object: B 1-1-A:1 ([NOx] Gravvy) REMOTE, _characterID: 0 at loc [-7245.61,19536,-3.05176e-005]"
13:52:59 "ERROR: Cannot Sync Character [NOx] Gravvy as no characterID"
Link to comment
Share on other sites

Not the issue. Used a profile that does not use a custom face, same problem. Everyone who tries to join the server gets kicked after a short while on the loading screen after the lobby. That disconnect message is the server rejecting the player from connecting because no characterID exists for them. Before this script was installed, everything worked perfectly fine. After this script was installed, no one can connect. Process of elimination shows this script is causing the issue.

Link to comment
Share on other sites

Im having a small issue with the tag friendly, taggin itself works, but after you do the option doesnt disapear

private["_target", "_caller", "_callerID", "_targetID", "_friendlies", "_rfriendlies"];
_target = _this select 0;
_caller = _this select 1;

call fnc_usec_medic_removeActions;
r_action = false;

_callerID = getPlayerUID _caller;
_targetID = getPlayerUID _target;

if ((_callerID != "0") && (_targetID != "0")) then {
	_friendlies = _caller getVariable ["friendlies", []];
	_friendlies set [count _friendlies, _targetID];
	_caller setVariable ["friendlies", _friendlies, true];

	_rfriendlies = _target getVariable ["friendlies", []];

	if !(_callerID in _rfriendlies) then {
		titleText [(localize "STR_EPOCH_ACTIONS_8"), "PLAIN DOWN"]; //To Caller
		/* PVS/PVC - Skaronator */
		PVDZE_send = [_target,"tagFriendly",[_target]]; //To Target
		publicVariableServer "PVDZE_send";
	};
};
Link to comment
Share on other sites

Not the issue. Used a profile that does not use a custom face, same problem. Everyone who tries to join the server gets kicked after a short while on the loading screen after the lobby. That disconnect message is the server rejecting the player from connecting because no characterID exists for them. Before this script was installed, everything worked perfectly fine. After this script was installed, no one can connect. Process of elimination shows this script is causing the issue.

 

sorry but it is the way you have installed the script that is causing the issue.  

 

The script does not do anything with the players logins.

 

The problem is most likely related to the the amendments you have done to the files.  I would suggest Either installing this mod first and then installing your other mods or fixing the issues you already had before installing the script before installing.  One missed ";" or a bracket in the wrong place can cause issues for the whole script that will manifest in strange unconnected errors.

 

You could also try downloading the Dropbox rar files and comparing them with what you have using something like WinDiff which may show up issues with the inserted code.

 

I also do not see any info in the RPT file to confirm you are running an updated server_monitor.sqf .  This may cause a lot of problems if not linked in correctly.

 

As you have not listed the other mods and you are already getting errors before installing this mod, even if the server appears to work, it is not really working as it should.  This mod works fine on Vanilla Epoch and I cannot really support servers with other customisations as it is only developed on Vanilla Epoch.

Link to comment
Share on other sites

Im having a small issue with the tag friendly, taggin itself works, but after you do the option doesnt disapear

private["_target", "_caller", "_callerID", "_targetID", "_friendlies", "_rfriendlies"];
_target = _this select 0;
_caller = _this select 1;

call fnc_usec_medic_removeActions;
r_action = false;

_callerID = getPlayerUID _caller;
_targetID = getPlayerUID _target;

if ((_callerID != "0") && (_targetID != "0")) then {
	_friendlies = _caller getVariable ["friendlies", []];
	_friendlies set [count _friendlies, _targetID];
	_caller setVariable ["friendlies", _friendlies, true];

	_rfriendlies = _target getVariable ["friendlies", []];

	if !(_callerID in _rfriendlies) then {
		titleText [(localize "STR_EPOCH_ACTIONS_8"), "PLAIN DOWN"]; //To Caller
		/* PVS/PVC - Skaronator */
		PVDZE_send = [_target,"tagFriendly",[_target]]; //To Target
		publicVariableServer "PVDZE_send";
	};
};

Same. Been looking for a solution, haven't found it (yet). Don't think this file is wrong, probably something wrong with the check that calls this file. It now lets you friendly tag one player multiple times.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...