Spodermayt Posted October 17, 2014 Report Share Posted October 17, 2014 I don't know about you guys, but the script still ain't working. I do however get a message after trying to start it a second time that it can only be running once a restart. Still the bank isnt getting robbed though. There still must be a bug. Replaced the old files with the new one (used the same link in the first post I v2.5) Weird. We'll take a look at it tomorrow. Thanks for reporting. Well that sucks... I got it to work but the script (unreleased) is really buggy and messy. I'll fix the bugs now and clean the code up. Expect a new version within an hour. (I mean when Darihon gets out of school and implements it into the post.) Link to comment Share on other sites More sharing options...
elsingaa93 Posted October 17, 2014 Report Share Posted October 17, 2014 Well that sucks... I got it to work but the script (unreleased) is really buggy and messy. I'll fix the bugs now and clean the code up. Expect a new version within an hour. (I mean when Darihon gets out of school and implements it into the post.) Looking forward to it! Link to comment Share on other sites More sharing options...
Darihon Posted October 17, 2014 Author Report Share Posted October 17, 2014 Here we are with the working 2.5 version. AI is implemented, but not working fully yet. We wanted to give out a quick 'hotfix'. DOWNLOAD LINK Link to comment Share on other sites More sharing options...
chipsandcheese Posted October 17, 2014 Report Share Posted October 17, 2014 Thanks for the updates for this script. It's good fun. One question from me: If I have my item (replacement for Laptop) spawning at a random location each restart as part of scenery via a different script, can I make AI spawn 150m away from the object, in a random direction? And if so, how? Obviously your script by default spawns AI at pre-defined spots. Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 Thanks for the updates for this script. It's good fun. One question from me: If I have my item (replacement for Laptop) spawning at a random location each restart as part of scenery via a different script, can I make AI spawn 150m away from the object, in a random direction? And if so, how? Obviously your script by default spawns AI at pre-defined spots. Anything is possible. -me 2k14 Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 Hi guys :D I'm here this morning with a release of 2.9! DOWNLOAD LINK HERE Basically all i did was, FINALLY get the SUV to spawn and the AI to get into it. I do have a heli spawning too, didn't implement it yet, because its buggy. Hope you enjoy! And leave suggestions! Edit: IF INSTALLING THIS: This will be the "official" version when darihon edits the post. Installation is simple, unzip the zip and place the rob folder into your mission.pbo root. Now follow the original tutorial. And ignore the "Add the AI:" Part! Its already included in the selfactions. hf! Darihon 1 Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 Thanks for the updates for this script. It's good fun. One question from me: If I have my item (replacement for Laptop) spawning at a random location each restart as part of scenery via a different script, can I make AI spawn 150m away from the object, in a random direction? And if so, how? Obviously your script by default spawns AI at pre-defined spots. _pos = getPos nearestObject "Notebook"; _rand=floor(random 10); _squad1 = _aiGroup createUnit ["Policeman",[_pos select 0 + 10 + _rand, _pos select 1 + 10 + _rand, 0], [], 10, "PRIVATE"]; _rand=floor(random 10); _squad2 = _aiGroup createUnit ["Policeman",[_pos select 0 + 15 + _rand, _pos select 1 + 15 + _rand, 0], [], 10, "PRIVATE"]; and so on... (Dont copy that it probs wont work :D just a reference) chipsandcheese 1 Link to comment Share on other sites More sharing options...
chipsandcheese Posted October 18, 2014 Report Share Posted October 18, 2014 Thanks, I get it. Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 added it to server but when i click rob bank on scroll wheel ai come then a timer is set once timers up player stands up does an action then nothing after that no loot or anything or message to say its failed any idea why? Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 added it to server but when i click rob bank on scroll wheel ai come then a timer is set once timers up player stands up does an action then nothing after that no loot or anything or message to say its failed any idea why? Goto robbank.sqf and place this at the top: _debugBank = 1; Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 added it to server but when i click rob bank on scroll wheel ai come then a timer is set once timers up player stands up does an action then nothing after that no loot or anything or message to say its failed any idea why? And replace your bank_zonecheck.sqf with this: private [_meters]; _meters = player distance [7014.4897, 7645.3999, 1.6962879]; if(_debugBank == 1) then { systemChat "[DEBUG] Bank Zonecheck successfully executed."; }; waitUntil (_meters >= 100) then { if (_robComplete == 1) exitWith {} else { _failRob = 1; systemChat "Bank robbery failed."; }; }; }; Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 Goto robbank.sqf and place this at the top: _debugBank = 1; could you show me where to do this not 100% sure would i place it like soo or in a different spot ? private ["_silver","_silver10oz","_gold","_gold10oz","_briefcase","_loot","_robbing","_debugBank = 1",]; or if you could post the whole robbank.sqf that be great thanks for help also Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 could you show me where to do this not 100% sure would i place it like soo or in a different spot ? private ["_silver","_silver10oz","_gold","_gold10oz","_briefcase","_loot","_robbing","_debugBank = 1",]; or if you could post the whole robbank.sqf that be great thanks for help also above private[etc....] So its: _debugBank = 1; private [... Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 will try it now hopefully something spawns in inventory this time :S ty for help Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 a message come up saying things are loading in and such when i added that line but still not saying it was successfull or failed and no loot still spawning in my inventory any ideas to why its not spawning in ? thanks robbank.sqf _debugBank = 1; private ["_silver","_silver10oz","_gold","_gold10oz","_briefcase","_loot","_robbing"]; // Checks if script is active, thanks Halvhjearne <3 if(isNil "script_in_progress")then{ script_in_progress = false; }; if(script_in_progress)exitwith{ systemChat "This script is only useable once (untill restart)!"; }; script_in_progress = true; // End Checks if Script is active execVM "rob\zone_check.sqf"; if(_debugBank == 1) then { systemChat "[DEBUG] Bank ZoneCheck Executed."; }; cutText [format["You are robbing the bank! Police has been alerted."], "PLAIN DOWN"]; systemChat "The Bank is getting robbed!"; sleep 30; execVM "rob\ai.sqf"; if(_debugBank == 1) then { systemChat "[DEBUG] Executed AI."; }; sleep 30; cutText [format["4 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["3 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["2 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["1 minute left..."], "PLAIN DOWN"]; sleep 60; player playActionNow "Medic"; sleep 8; if (_failRob == 1)exitWith{ if(_debugBank == 1) then { systemChat "[DEBUG] Bank Rob Failed."; }; } else { _robComplete = 1; }; if (_robComplete == 1) then { if(_debugBank == 1) then { systemChat "[DEBUG] Bank Rob Completed."; }; _silver = "ItemSilverBar"; _silver10oz = "ItemSilverBar10oz"; _gold = "ItemGoldBar"; _gold10oz = "ItemGoldBar10oz"; _briefcase = "ItemBriefcase100oz"; _loot=floor(random 6); if (_loot == 0) then { cutText [format["The vault was emptied recently, no big loot, except some silver."], "PLAIN DOWN"]; player addMagazine _silver10oz; player addMagazine _silver10oz; player addMagazine _silver; systemChat "The robber got: 2x Silver10oz and 1x Silver"; }; if (_loot == 1) then { cutText [format["Some gold, not much."], "PLAIN DOWN"]; player addMagazine _gold; player addMagazine _gold; systemChat "The robber got: 2x gold"; }; if (_loot == 2) then { cutText [format["Nice job!"], "PLAIN DOWN"]; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; systemChat "The robber got: 5x gold10oz"; }; if (_loot == 3) then { cutText [format["Some gold, not much."], "PLAIN DOWN"]; player addMagazine _gold; player addMagazine _gold; player addMagazine _gold10oz; systemChat "The robber got: 2x gold and 1x Gold10oz"; }; if (_loot == 4) then { cutText [format["The vault was emptied recently, no big loot, except some silver."], "PLAIN DOWN"]; player addMagazine _silver10oz; player addMagazine _silver10oz; player addMagazine _silver; systemChat "The robber got: 2x Silver10oz and 1x Silver"; }; if (_loot == 5) then { cutText [format["Jack.. Jack.. Pot!!"], "PLAIN DOWN"]; player addMagazine _briefcase; player addMagazine _briefcase; systemChat "Ting ting ting... The jackpot has been stolen! Bye bye 2 briefcases"; }; }; if(_debugBank == 1) then { systemChat "[DEBUG] Robbery Completed, exiting."; }; //Config Begin// _suv_enabled = 1; //0-1 Enable or disable suv spawning. (Default 1 (enabled)) _suv_random_percent = 0; //Change the random chance of a suv spawning. (Works like: random of 100 - your_amount) if its less than 10 suv will spawn. (Set to 100 for always spawning. Think like its in %) (Default 0) _debugBank = 0; //Enable debug messages to RPT. Default 0 (disabled) //Config End// /* TBA (To Be Added): -AI Helicopter -Police Sirens -TBA (To Be Announced) zone check private [_meters]; _meters = player distance [7014.4897, 7645.3999, 1.6962879]; if(_debugBank == 1) then { systemChat "[DEBUG] Bank Zonecheck successfully executed."; }; waitUntil (_meters >= 100) then { if (_robComplete == 1) exitWith {} else { _failRob = 1; systemChat "Bank robbery failed."; }; }; }; fn self actions scriptName "Functions\misc\fn_selfActions.sqf"; /*********************************************************** ADD ACTIONS FOR SELF - Function - [] call fnc_usec_selfActions; ************************************************************/ private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached"]; if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running. _vehicle = vehicle player; _isPZombie = player isKindOf "PZombie_VB"; _inVehicle = (_vehicle != player); _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder); _nearLight = nearestObject [player,"LitObject"]; _canPickLight = false; if (!isNull _nearLight) then { if (_nearLight distance player < 4) then { _canPickLight = isNull (_nearLight getVariable ["owner",objNull]); }; }; // Bank Robbery _bankrobbery = cursorTarget isKindOf "Notebook"; if ((speed player <= 1) && _bankrobbery && (player distance cursorTarget < 5)) then { if (s_player_bankrob < 0) then { s_player_bankrob = player addAction ["Rob the bank","rob\robbank.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_bankrob; s_player_bankrob = -1; }; // Bank Robbery END //Grab Flare if (_canPickLight && !dayz_hasLight && !_isPZombie) then { if (s_player_grabflare < 0) then { _text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName"); s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""]; s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""]; }; } else { player removeAction s_player_grabflare; player removeAction s_player_removeflare; s_player_grabflare = -1; s_player_removeflare = -1; }; if (DZE_HeliLift) then { _hasAttached = _vehicle getVariable["hasAttached",false]; if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) < 30) && (speed _vehicle < 5) && (typeName _hasAttached == "OBJECT")) then { if (s_player_heli_detach < 0) then { dayz_myLiftVehicle = _vehicle; s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""]; }; } else { dayz_myLiftVehicle removeAction s_player_heli_detach; s_player_heli_detach = -1; }; }; if(DZE_HaloJump) then { if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) > 400)) then { if (s_halo_action < 0) then { DZE_myHaloVehicle = _vehicle; s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""]; }; } else { DZE_myHaloVehicle removeAction s_halo_action; s_halo_action = -1; }; }; if (!DZE_ForceNameTagsOff) then { if (s_player_showname < 0 && !_isPZombie) then { if (DZE_ForceNameTags) then { s_player_showname = 1; player setVariable["DZE_display_name",true,true]; } else { s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""]; s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""]; }; }; }; if(_isPZombie) then { if (s_player_callzombies < 0) then { s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""]; }; if (DZE_PZATTACK) then { call pz_attack; DZE_PZATTACK = false; }; if (s_player_pzombiesvision < 0) then { s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"]; }; if (!isNull cursorTarget && (player distance cursorTarget < 3)) then { //Has some kind of target _isAnimal = cursorTarget isKindOf "Animal"; _isZombie = cursorTarget isKindOf "zZombie_base"; _isHarvested = cursorTarget getVariable["meatHarvested",false]; _isMan = cursorTarget isKindOf "Man"; // Pzombie Gut human corpse || animal if (!alive cursorTarget && (_isAnimal || _isMan) && !_isZombie && !_isHarvested) then { if (s_player_pzombiesfeed < 0) then { s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""]; }; } else { player removeAction s_player_pzombiesfeed; s_player_pzombiesfeed = -1; }; } else { player removeAction s_player_pzombiesfeed; s_player_pzombiesfeed = -1; }; }; // Increase distance only if AIR || SHIP _allowedDistance = 4; _isAir = cursorTarget isKindOf "Air"; _isShip = cursorTarget isKindOf "Ship"; if(_isAir || _isShip) then { _allowedDistance = 8; }; if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance cursorTarget < _allowedDistance) && _canDo) then { //Has some kind of target // set cursortarget to variable _cursorTarget = cursorTarget; // get typeof cursortarget once _typeOfCursorTarget = typeOf _cursorTarget; // hintsilent _typeOfCursorTarget; _isVehicle = _cursorTarget isKindOf "AllVehicles"; _isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"]; _isnewstorage = _typeOfCursorTarget in DZE_isNewStorage; // get items && magazines only once _magazinesPlayer = magazines player; //boiled Water _hasbottleitem = "ItemWaterbottle" in _magazinesPlayer; _hastinitem = false; { if (_x in _magazinesPlayer) then { _hastinitem = true; }; } count boil_tin_cans; _hasFuelE = "ItemJerrycanEmpty" in _magazinesPlayer; _hasFuelBarrelE = "ItemFuelBarrelEmpty" in _magazinesPlayer; _hasHotwireKit = "ItemHotwireKit" in _magazinesPlayer; _itemsPlayer = items player; _temp_keys = []; _temp_keys_names = []; // find available keys _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then { _ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid"); _ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName"); _temp_keys_names set [_ownerKeyId,_ownerKeyName]; _temp_keys set [count _temp_keys,str(_ownerKeyId)]; }; } count _itemsPlayer; _hasKnife = "ItemKnife" in _itemsPlayer; _hasToolbox = "ItemToolbox" in _itemsPlayer; _isMan = _cursorTarget isKindOf "Man"; _traderType = _typeOfCursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _isAnimal = _cursorTarget isKindOf "Animal"; _isDog = (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin"); _isZombie = _cursorTarget isKindOf "zZombie_base"; _isDestructable = _cursorTarget isKindOf "BuiltItems"; _isWreck = _typeOfCursorTarget in DZE_isWreck; _isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding; _isModular = _cursorTarget isKindOf "ModularItems"; _isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"]; _isRemovable = _typeOfCursorTarget in DZE_isRemovable; _isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"]; _isTent = _cursorTarget isKindOf "TentStorage"; _isAlive = alive _cursorTarget; _text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName"); _rawmeat = meatraw; _hasRawMeat = false; { if (_x in _magazinesPlayer) then { _hasRawMeat = true; }; } count _rawmeat; _isFuel = false; if (_hasFuelE || _hasFuelBarrelE) then { { if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;}; } count dayz_fuelsources; }; // diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID)); // logic vars _player_flipveh = false; _player_deleteBuild = false; _player_lockUnlock_crtl = false; if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { if (s_player_maintain_area < 0) then { s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false]; }; } else { player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; }; // CURSOR TARGET ALIVE if(_isAlive) then { //Allow player to delete objects if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modulars if(_isModular && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; //Allow owners to delete modular doors without locks if(_isModularDoor && (dayz_characterID == _ownerID)) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _player_deleteBuild = true; }; }; // CURSOR TARGET VEHICLE if(_isVehicle) then { //flip vehicle small vehicles by your self && all other vehicles with help nearby if (!(canmove _cursorTarget) && (player distance _cursorTarget >= 2) && (count (crew _cursorTarget))== 0 && ((vectorUp _cursorTarget) select 2) < 0.5) then { _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]); if(_isVehicletype || (_playersNear >= 2)) then { _player_flipveh = true; }; }; if(!_isMan && _ownerID != "0" && !(_cursorTarget isKindOf "Bicycle")) then { _player_lockUnlock_crtl = true; }; }; }; if(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; if (DZE_HeliLift) then { _liftHeli = objNull; _found = false; _allowTow = false; if ((count (crew _cursorTarget)) == 0) then { { if(!_allowTow) then { _allowTow = _cursorTarget isKindOf _x; }; } count DZE_HeliAllowToTow; }; //diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow]; if (_allowTow) then { _liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15]; { if(!_found) then { _posL = [_x] call FNC_getPos; _posC = [_cursorTarget] call FNC_getPos; _height = (_posL select 2) - (_posC select 2); _hasAttached = _x getVariable["hasAttached",false]; if(_height < 15 && _height > 5 && (typeName _hasAttached != "OBJECT")) then { if(((abs((_posL select 0) - (_posC select 0))) < 10) && ((abs((_posL select 1) - (_posC select 1))) < 10)) then { _liftHeli = _x; _found = true; }; }; }; } count _liftHelis; }; //diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget]; _attached = _cursorTarget getVariable["attached",false]; if(_found && _allowTow && _canDo && !locked _cursorTarget && !_isPZombie && (typeName _attached != "OBJECT")) then { if (s_player_heli_lift < 0) then { s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""]; }; } else { player removeAction s_player_heli_lift; s_player_heli_lift = -1; }; }; // Allow Owner to lock && unlock vehicle if(_player_lockUnlock_crtl) then { if (s_player_lockUnlock_crtl < 0) then { _hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID); if(locked _cursorTarget) then { if(_hasKey || _oldOwner) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_Unlock]; s_player_lockUnlock_crtl = 1; } else { if(_hasHotwireKit) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""]; } else { _Unlock = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED], "",_cursorTarget, 2, true, true, "", ""]; }; s_player_lockunlock set [count s_player_lockunlock,_Unlock]; s_player_lockUnlock_crtl = 1; }; } else { if(_hasKey || _oldOwner) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; }; }; }; } else { {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; }; if(DZE_AllowForceSave) then { //Allow player to force save if((_isVehicle || _isTent) && !_isMan) then { if (s_player_forceSave < 0) then { s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_forceSave; s_player_forceSave = -1; }; }; If(DZE_AllowCargoCheck) then { if((_isVehicle || _isTent || _isnewstorage) && _isAlive && !_isMan && !locked _cursorTarget) then { if (s_player_checkGear < 0) then { s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_checkGear; s_player_checkGear = -1; }; }; //flip vehicle small vehicles by your self && all other vehicles with help nearby if(_player_flipveh) then { if (s_player_flipveh < 0) then { s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_flipveh; s_player_flipveh = -1; }; //Allow player to fill jerrycan if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then { if (s_player_fillfuel < 0) then { s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""]; }; } else { player removeAction s_player_fillfuel; s_player_fillfuel = -1; }; // logic vars for addactions _player_butcher = false; _player_studybody = false; _player_SurrenderedGear = false; // CURSOR TARGET NOT ALIVE if (!_isAlive) then { // Gut animal/zed if((_isAnimal || _isZombie) && _hasKnife) then { _isHarvested = _cursorTarget getVariable["meatHarvested",false]; if (!_isHarvested) then { _player_butcher = true; }; }; // Study body if (_isMan && !_isZombie && !_isAnimal) then { _player_studybody = true; } } else { // unit alive // gear access on surrendered player if(_isMan && !_isZombie && !_isAnimal) then { _isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false]; if (_isSurrendered) then { _player_SurrenderedGear = true; }; }; }; // Human Gut animal || zombie if (_player_butcher) then { if (s_player_butcher < 0) then { if(_isZombie) then { s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""]; } else { s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""]; }; }; } else { player removeAction s_player_butcher; s_player_butcher = -1; }; // Study Body if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; // logic vars _player_cook = false; _player_boil = false; // CURSOR TARGET IS FIRE if (inflamed _cursorTarget) then { //Fireplace Actions check if (_hasRawMeat) then { _player_cook = true; }; // Boil water if (_hasbottleitem && _hastinitem) then { _player_boil = true; }; }; if (_player_SurrenderedGear) then { if (s_player_SurrenderedGear < 0) then { s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTIONS_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_SurrenderedGear; s_player_SurrenderedGear = -1; }; //Fireplace Actions check if (_player_cook) then { if (s_player_cook < 0) then { s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_cook; s_player_cook = -1; }; // Boil water if (_player_boil) then { if (s_player_boil < 0) then { s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_boil; s_player_boil = -1; }; if(_cursorTarget == dayz_hasFire) then { if ((s_player_fireout < 0) && !(inflamed _cursorTarget) && (player distance _cursorTarget < 3)) then { s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_fireout; s_player_fireout = -1; }; //Packing my tent if(_isTent && (player distance _cursorTarget < 3)) then { if (_ownerID == dayz_characterID) then { if (s_player_packtent < 0) then { s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then { if (s_player_packtent < 0) then { s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; }; }; } else { player removeAction s_player_packtent; s_player_packtent = -1; }; //Allow owner to unlock vault if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then { if (s_player_unlockvault < 0) then { if(_typeOfCursorTarget in DZE_LockedStorage) then { if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; } else { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; }; s_player_unlockvault = 1; } else { if(_ownerID != dayz_combination && _ownerID != dayz_playerUID) then { _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; s_player_unlockvault = 1; }; }; }; } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; //Allow owner to pack vault if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then { if (s_player_lockvault < 0) then { if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then { s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""]; }; }; if (s_player_packvault < 0 && (_ownerID == dayz_combination || _ownerID == dayz_playerUID)) then { s_player_packvault = player addAction [format["<t color=#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "","]; }; } else { player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; }; //Player Deaths if(_typeOfCursorTarget == "Info_Board_EP1") then { if (s_player_information < 0) then { s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""]; }; } else { player removeAction s_player_information; s_player_information = -1; }; //Fuel Pump if(_typeOfCursorTarget in dayz_fuelpumparray) then { if (s_player_fuelauto < 0) then { // check if Generator_DZ is running within 30 meters _findNearestGens = nearestObjects [player, ["Generator_DZ"], 30]; _findNearestGen = []; { if (alive _x && (_x getVariable ["GeneratorRunning", false])) then { _findNearestGen set [(count _findNearestGen),_x]; }; } count _findNearestGens; _IsNearRunningGen = count (_findNearestGen); // show that pump needs power if no generator nearby. if(_IsNearRunningGen > 0) then { s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""]; } else { s_player_fuelauto = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""]; }; }; } else { player removeAction s_player_fuelauto; s_player_fuelauto = -1; }; //Fuel Pump on truck if(_typeOfCursorTarget in DZE_fueltruckarray && alive _cursorTarget) then { if (s_player_fuelauto2 < 0) then { // show that fuel truck pump needs power. if(isEngineOn _cursorTarget) then { s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""]; } else { s_player_fuelauto2 = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""]; }; }; } else { player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; }; // inplace upgrade tool if ((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then { if ((s_player_lastTarget select 0) != _cursorTarget) then { if (s_player_upgrade_build > 0) then { player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; }; }; if (s_player_upgrade_build < 0) then { // s_player_lastTarget = _cursorTarget; s_player_lastTarget set [0,_cursorTarget]; s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; }; } else { player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; }; // downgrade system if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then { if ((s_player_lastTarget select 1) != _cursorTarget) then { if (s_player_downgrade_build > 0) then { player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; }; }; if (s_player_downgrade_build < 0) then { s_player_lastTarget set [1,_cursorTarget]; s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""]; }; } else { player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; }; // inplace maintenance tool if((_cursorTarget isKindOf "ModularItems" || _cursorTarget isKindOf "DZE_Housebase" || _typeOfCursorTarget == "LightPole_DZ") && (damage _cursorTarget >= DZE_DamageBeforeMaint)) then { if ((s_player_lastTarget select 2) != _cursorTarget) then { if (s_player_maint_build > 0) then { player removeAction s_player_maint_build; s_player_maint_build = -1; }; }; if (s_player_maint_build < 0) then { s_player_lastTarget set [2,_cursorTarget]; s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""]; }; } else { player removeAction s_player_maint_build; s_player_maint_build = -1; }; //Start Generator if(_cursorTarget isKindOf "Generator_DZ") then { if (s_player_fillgen < 0) then { // check if not running if((_cursorTarget getVariable ["GeneratorRunning", false])) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""]; } else { // check if not filled && player has jerry. if((_cursorTarget getVariable ["GeneratorFilled", false])) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""]; } else { if("ItemJerrycan" in _magazinesPlayer) then { s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""]; }; }; }; }; } else { player removeAction s_player_fillgen; s_player_fillgen = -1; }; //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ //Sleep if(_isTent && _ownerID == dayz_characterID) then { if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then { s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_sleep; s_player_sleep = -1; }; //Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then { if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; }; // All Traders if (_isMan && !_isPZombie && _traderType in serverTraders) then { if (s_player_parts_crtl < 0) then { // get humanity _humanity = player getVariable ["humanity",0]; _traderMenu = call compile format["menu_%1;",_traderType]; // diag_log ("TRADER = " + str(_traderMenu)); _low_high = "low"; _humanity_logic = false; if((_traderMenu select 2) == "friendly") then { _humanity_logic = (_humanity < -5000); }; if((_traderMenu select 2) == "hostile") then { _low_high = "high"; _humanity_logic = (_humanity > -5000); }; if((_traderMenu select 2) == "hero") then { _humanity_logic = (_humanity < 5000); }; if(_humanity_logic) then { _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_cancel]; } else { // Static Menu { //diag_log format["DEBUG TRADER: %1", _x]; _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""]; s_player_parts set [count s_player_parts,_buy]; } count (_traderMenu select 1); // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; }; s_player_parts_crtl = 1; }; } else { {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; }; if(dayz_tameDogs) then { //Dog if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; if (_isDog && _ownerID == dayz_characterID && _isAlive) then { _dogHandle = player getVariable ["dogID", 0]; if (s_player_feeddog < 0 && _hasRawMeat) then { s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""]; }; if (s_player_waterdog < 0 && "ItemWaterbottle" in _magazinesPlayer) then { s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""]; }; if (s_player_staydog < 0) then { _lieDown = _dogHandle getFSMVariable "_actionLieDown"; if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; }; s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""]; }; if (s_player_trackdog < 0) then { s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""]; }; if (s_player_barkdog < 0) then { s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""]; }; if (s_player_warndog < 0) then { _warn = _dogHandle getFSMVariable "_watchDog"; if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; }; s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""]; }; if (s_player_followdog < 0) then { s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""]; }; } else { player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; }; }; } else { //Engineering {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; {player removeAction _x} count s_player_combi;s_player_combi = []; dayz_myCursorTarget = objNull; s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull]; {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; player removeAction s_player_checkGear; s_player_checkGear = -1; player removeAction s_player_SurrenderedGear; s_player_SurrenderedGear = -1; //Others player removeAction s_player_forceSave; s_player_forceSave = -1; player removeAction s_player_flipveh; s_player_flipveh = -1; player removeAction s_player_sleep; s_player_sleep = -1; player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; player removeAction s_player_butcher; s_player_butcher = -1; player removeAction s_player_cook; s_player_cook = -1; player removeAction s_player_boil; s_player_boil = -1; player removeAction s_player_fireout; s_player_fireout = -1; player removeAction s_player_packtent; s_player_packtent = -1; player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; //Dog player removeAction s_player_tamedog; s_player_tamedog = -1; player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; // vault player removeAction s_player_unlockvault; s_player_unlockvault = -1; player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; player removeAction s_player_information; s_player_information = -1; player removeAction s_player_fillgen; s_player_fillgen = -1; player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; player removeAction s_player_maint_build; s_player_maint_build = -1; player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; }; //Dog actions on player self _dogHandle = player getVariable ["dogID", 0]; if (_dogHandle > 0) then { _dog = _dogHandle getFSMVariable "_dog"; _ownerID = "0"; if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; }; if (_canDo && !_inVehicle && alive _dog && _ownerID != dayz_characterID) then { if (s_player_movedog < 0) then { s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""]; }; if (s_player_speeddog < 0) then { _text = (localize "str_epoch_player_249"); _speed = 0; if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); }; s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""]; }; if (s_player_calldog < 0) then { s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""]; }; }; } else { player removeAction s_player_movedog; s_player_movedog = -1; player removeAction s_player_speeddog; s_player_speeddog = -1; player removeAction s_player_calldog; s_player_calldog = -1; }; Link to comment Share on other sites More sharing options...
Darihon Posted October 18, 2014 Author Report Share Posted October 18, 2014 Dta_blitz, we are sorry for your problems, but we would be pleased if you can share your RPT logs, since the script made it succesfully through our testing. Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 cheers Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\' 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: <' 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: <' 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: <' 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: <' 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: <' 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: <' 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: <' 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: <' 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<' 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/ 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:17 Server error: Player without identity blitz (id 1927160888) 18:50:21 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 18:50:29 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 18:50:29 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 18:50:29 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 18:50:29 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 18:50:35 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 18:50:35 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 18:50:35 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 18:50:35 "DayZ Epoch: MPframework inited" 18:50:36 Warning Message: Script low_admins.sqf not found 18:50:36 Warning Message: Script normal_admins.sqf not found 18:50:36 Warning Message: Script super_admins.sqf not found 18:50:36 Warning Message: Script blacklist.sqf not found 18:50:36 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loading..." 18:50:36 "infiSTAR.de ProPlan by infiSTAR.de - AntiHack Loaded!" 18:50:36 "infiSTAR.de ProPlan by infiSTAR.de - CREATING AdminMenu" 18:50:36 "infiSTAR.de ProPlan by infiSTAR.de - ADDING PublicVariableEventHandlers" 18:50:36 "infiSTAR.de ProPlan by infiSTAR.de - FULLY LOADED" 18:50:39 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:39 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 18:50:57 Error in expression < 9000,0], [], 0, 'FORM']; if (!isNull PV_9dgvo2a) then {deletevehicle PV_9dgvo> 18:50:57 Error position: <PV_9dgvo2a) then {deletevehicle PV_9dgvo> 18:50:57 Error Undefined variable in expression: pv_9dgvo2a 18:50:57 Warning Message: Script Antihack\SurvivalAntihack.sqf not found 18:50:57 Warning Message: Script @dayzah_9\Ah.sqf not found 18:50:57 Warning Message: Script z\addons\dayz_server\buildings\road-block not found 18:50:57 "Res3tting B!S effects..." 18:50:57 "[Denmark Pack] Grass Cutter loaded" 18:50:58 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:50:58 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:50:58 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:50:58 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:50:58 "[denmark Pack] Cherno Blocks loaded" 18:50:58 "[denmark Pack] initializing Cherno Hill" 18:50:58 "[denmark Pack] Cherno Base loaded" 18:50:58 MAP_vlajkstozar: Flag - unknown animation source flag 18:50:59 "[denmark Pack] North-East-Airfield loaded" 18:50:59 "HIVE: Starting" 18:50:59 "HIVE: trying to get objects" 18:50:59 "HIVE: found 297 objects" 18:50:59 "HIVE: Commence Object Streaming..." 18:50:59 "HIVE: got 0 Epoch Objects and 297 Vehicles" 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:00 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 18:51:01 ca\misc\pallets_column.p3d: No geometry and no visual shape 18:51:01 ca\misc\pallets_column.p3d: No geometry and no visual shape 18:51:01 ca\misc\pallets_column.p3d: No geometry and no visual shape 18:51:01 ca\misc\pallets_column.p3d: No geometry and no visual shape 18:51:01 "[denmark Pack] Skalisty Island loaded" 18:51:02 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. glt_bh_wreck_burned 18:51:02 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 18:51:03 No speaker given for Bobby Brown 18:51:06 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 18:51:06 UH1Y_DZE: ObsGun - unknown animation source ObsGun 18:51:07 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 18:51:07 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 18:51:11 "HIVE: Vehicle Spawn limit reached!" 18:51:11 "HIVE: Spawning # of Debris: 0" 18:51:11 "HIVE: Spawning # of Ammo Boxes: 3" 18:51:11 "HIVE: Spawning # of Veins: 50" 18:51:11 "Total Number of spawn locations 5" 18:51:12 "EPOCH EVENTS INIT" 18:51:13 "WAI: AI Config File Loaded" 18:51:13 "WAI: AI Monitor Started" 18:51:13 "WAI: Mission Config File Loaded" 18:51:13 "WAI: Starting AI Missions Moniter" 18:52:19 "TIME SYNC: Local Time set to [2014,10,18,18,52]" 18:52:29 "infiSTAR.de Player-Log: blitz(76561198128880912) - Admin - 0h 0min | ******ADMIN******" 18:52:33 "infiSTAR.de SignIn: blitz(76561198128880912)" 18:52:34 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208 18:52:34 Server: Object 3:61 not found (message 91) 18:52:34 Server: Object 3:63 not found (message 91) 18:52:37 "infiSTAR.de PVAH_WriteLogRequest: blitz AdminHeal blitz" 18:52:41 "infiSTAR.de PVAH_WriteLogRequest: blitz Time to [2014,10,18,11,52]" 18:53:05 [DZMS]: Starting DayZ Mission System. 18:53:05 [DZMS]: WickedAI Found! Using WickedAI's Relations! 18:53:05 [DZMS]: Currently Running Version: 1.1FIN 18:53:05 [DZMS]: Mission and Extended Configuration Loaded! 18:53:05 [DZMS]: chernarus Detected. Map Specific Settings Adjusted! 18:53:05 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted! 18:53:05 [DZMS]: Loading ExecVM Functions. 18:53:05 [DZMS]: Loading Compiled Functions. 18:53:05 [DZMS]: Loading All Other Functions. 18:53:05 [DZMS]: Mission Functions Script Loaded! 18:53:05 [DZMS]: Major Mission Clock Starting! 18:53:05 [DZMS]: Minor Mission Clock Starting! 18:53:05 [DZMS]: Mission Marker Loop for JIPs Starting! 18:53:10 [DZMS]: Running Major Mission SM5. 18:53:13 [DZMS]: (DZMSUnitsMajor) 6 AI Spawned, 6 units in mission. 18:53:18 [DZMS]: (DZMSUnitsMajor) 6 AI Spawned, 12 units in mission. 18:53:23 Strange convex component01 in rh_m14\rh_sc2sp.p3d:geometry 18:53:23 Strange convex component07 in rh_m14\rh_sc2sp.p3d:geometry 18:53:23 Strange convex component08 in rh_m14\rh_sc2sp.p3d:geometry 18:53:23 Strange convex component12 in rh_m14\rh_sc2sp.p3d:geometry 18:53:23 [DZMS]: (DZMSUnitsMajor) 4 AI Spawned, 16 units in mission. 18:53:28 [DZMS]: (DZMSUnitsMajor) Waiting for 16/16 Units or Less to be Alive and a Player to be Near the Objective. 18:53:46 "infiSTAR.de PVAH_WriteLogRequest: blitz AdminGiveAmmo blitz" 18:54:05 "0 Active ground units" 18:54:05 "0 Active emplacement units" 18:54:05 "0 Active chopper patrol units (Crew)" 18:54:05 "0 Active vehicle patrol units (Crew)" 18:55:25 "CLEANUP: INITIALIZING CLEANUP SCRIPT" 18:56:05 "WAI: Starting Mission disabled_civchopper" 18:56:05 "WAI: Mission Civilian Aircraft Started At [2822.02,4762.04]" 18:56:06 "WAI: Mission Civilian Aircraft spawned a MV-22" 18:56:06 "WAI: Spawned a group of 3 Bandits at [2822.02,4762.04,0]" 18:56:06 "WAI: Spawned a group of 3 Bandits at [2822.02,4762.04,0]" 18:57:17 [DZMS]: Running Minor Mission SM3. 18:57:19 Warning Message: No entry 'bin\config.bin/CfgWeapons.'. 18:57:19 Warning Message: No entry '.scope'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: Error: creating weapon with scope=private 18:57:19 Warning Message: No entry '.displayName'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.nameSound'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.type'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.picture'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.Library'. 18:57:19 Warning Message: No entry '.libTextDesc'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.model'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.simulation'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.fireLightDuration'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.fireLightIntensity'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.weaponLockDelay'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.weaponLockSystem'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.cmImmunity'. 18:57:19 Warning Message: '/' is not a value 18:57:19 Warning Message: No entry '.lockingTargetSound'. 18:57:19 Warning Message: Size: '/' not an array 18:57:19 Warning Message: No entry '.lockedTargetSound'. 18:57:19 Warning Message: Size: '/' not an array 18:57:19 Warning Message: No entry '.muzzles'. 18:57:19 Warning Message: Size: '/' not an array 18:57:19 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 6 units in mission. 18:57:22 [DZMS]: (DZMSUnitsMinor) 6 AI Spawned, 12 units in mission. 18:57:25 [DZMS]: (DZMSUnitsMinor) Waiting for 12/12 Units or Less to be Alive and a Player to be Near the Objective. 18:59:10 "get: STRING (76561198128880912), sent: STRING (76561198128880912)" 18:59:10 "DISCONNECT: blitz (76561198128880912) Object: B 1-1-B:1 (blitz) REMOTE, _characterID: 10 at loc [7021.24,7631.58,0.500183]" 18:59:10 Client: Remote object 3:5 not found 19:00:06 "RUNNING EVENT: crash_spawner on [2014,10,18,19,0]" 19:00:25 "TIME SYNC: Local Time set to [2014,10,18,19,0]" 19:04:06 "6 Active ground units" 19:04:06 "0 Active emplacement units" 19:04:06 "0 Active chopper patrol units (Crew)" 19:04:06 "0 Active vehicle patrol units (Crew)" 19:05:25 "TIME SYNC: Local Time set to [2014,10,18,19,5]" 19:10:25 "TIME SYNC: Local Time set to [2014,10,18,19,10]" 19:10:26 "CLEANUP: Deleted 2 Animals out of 2" 19:14:06 "6 Active ground units" 19:14:06 "0 Active emplacement units" 19:14:06 "0 Active chopper patrol units (Crew)" 19:14:06 "0 Active vehicle patrol units (Crew)" 19:15:06 "RUNNING EVENT: supply_drop on [2014,10,18,19,15]" 19:15:26 "TIME SYNC: Local Time set to [2014,10,18,19,15]" 19:16:28 "CLEANUP: Deleted 28 Loot Piles out of 41" 19:17:26 "CLEANUP: Deleted 6 Loot Piles out of 13" 19:20:26 "TIME SYNC: Local Time set to [2014,10,18,19,20]" 19:21:59 "infiSTAR.de SignIn: blitz(76561198128880912)" 19:24:06 "6 Active ground units" 19:24:06 "0 Active emplacement units" 19:24:06 "0 Active chopper patrol units (Crew)" 19:24:06 "0 Active vehicle patrol units (Crew)" 19:25:26 "CLEANUP: Deleted 1 Animals out of 1" 19:25:26 "TIME SYNC: Local Time set to [2014,10,18,19,25]" 19:26:07 "WAI: Mission Civilian Aircraft Timed Out At [2822.02,4762.04]" 19:30:06 "WAI: Starting Mission Ural" 19:30:06 "WAI: Ural Attack Mission Started At [4048.73,6564.24]" 19:30:06 "WAI: Spawned a group of 4 Bandits at [4048.73,6564.24,0]" 19:30:06 "WAI: Spawned a group of 4 Bandits at [4048.73,6564.24,0]" 19:30:06 "WAI: Spawned a group of 4 Bandits at [4048.73,6564.24,0]" 19:30:06 "RUNNING EVENT: crash_spawner on [2014,10,18,19,30]" 19:30:06 "WAI: Sapwned in 2 M2StaticMG" 19:30:26 "TIME SYNC: Local Time set to [2014,10,18,19,30]" Link to comment Share on other sites More sharing options...
Darihon Posted October 18, 2014 Author Report Share Posted October 18, 2014 Thanks for your RPT log, Dta_blitz. I don't see any error. We'll go take a look at the script to see if we made a typo somewhere after testing. Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 thanks bud hope it all works out such a great script for servers soo really hope i can get it to work at some point. Link to comment Share on other sites More sharing options...
Spodermayt Posted October 18, 2014 Report Share Posted October 18, 2014 thanks bud hope it all works out such a great script for servers soo really hope i can get it to work at some point. change robbank.sqf to: private ["_silver","_silver10oz","_gold","_gold10oz","_briefcase","_loot","_robbing"]; // Checks if script is active, thanks Halvhjearne <3 if(isNil "script_in_progress")then{ script_in_progress = false; }; if(script_in_progress)exitwith{ systemChat "This script is only useable once (untill restart)!"; }; script_in_progress = true; // End Checks if Script is active execVM "rob\zone_check.sqf"; if(_debugBank == 1) then { systemChat "[DEBUG] Bank ZoneCheck Executed."; }; cutText [format["You are robbing the bank! Police has been alerted."], "PLAIN DOWN"]; systemChat "The Bank is getting robbed!"; sleep 30; execVM "rob\ai.sqf"; if(_debugBank == 1) then { systemChat "[DEBUG] Executed AI."; }; sleep 30; cutText [format["4 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["3 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["2 minutes left..."], "PLAIN DOWN"]; sleep 60; cutText [format["1 minute left..."], "PLAIN DOWN"]; sleep 60; player playActionNow "Medic"; sleep 8; if (_leftZone == 1) exitWith {}; _robComplete = 1; if (_robComplete == 1) then { if(_debugBank == 1) then { systemChat "[DEBUG] Bank Rob Completed."; }; _silver = "ItemSilverBar"; _silver10oz = "ItemSilverBar10oz"; _gold = "ItemGoldBar"; _gold10oz = "ItemGoldBar10oz"; _briefcase = "ItemBriefcase100oz"; _loot=floor(random 6); if (_loot == 0) then { cutText [format["The vault was emptied recently, no big loot, except some silver."], "PLAIN DOWN"]; player addMagazine _silver10oz; player addMagazine _silver10oz; player addMagazine _silver; systemChat "The robber got: 2x Silver10oz and 1x Silver"; }; if (_loot == 1) then { cutText [format["Some gold, not much."], "PLAIN DOWN"]; player addMagazine _gold; player addMagazine _gold; systemChat "The robber got: 2x gold"; }; if (_loot == 2) then { cutText [format["Nice job!"], "PLAIN DOWN"]; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; player addMagazine _gold10oz; systemChat "The robber got: 5x gold10oz"; }; if (_loot == 3) then { cutText [format["Some gold, not much."], "PLAIN DOWN"]; player addMagazine _gold; player addMagazine _gold; player addMagazine _gold10oz; systemChat "The robber got: 2x gold and 1x Gold10oz"; }; if (_loot == 4) then { cutText [format["The vault was emptied recently, no big loot, except some silver."], "PLAIN DOWN"]; player addMagazine _silver10oz; player addMagazine _silver10oz; player addMagazine _silver; systemChat "The robber got: 2x Silver10oz and 1x Silver"; }; if (_loot == 5) then { cutText [format["Jack.. Jack.. Pot!!"], "PLAIN DOWN"]; player addMagazine _briefcase; player addMagazine _briefcase; systemChat "Ting ting ting... The jackpot has been stolen! Bye bye 2 briefcases"; }; }; if(_debugBank == 1) then { systemChat "[DEBUG] Robbery Completed, exiting."; }; Petite 1 Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 ah nice will try it now do i still need to add the _debugBank = 1; at top again Link to comment Share on other sites More sharing options...
Guest Posted October 18, 2014 Report Share Posted October 18, 2014 works ^_^ how do i go about getting server messages to tell thr people on the server bank is being robbed though do i need to add any other lines of code to activate it added _debugBank = 1; to top again aswell like a global message to all people on server Link to comment Share on other sites More sharing options...
Spodermayt Posted October 19, 2014 Report Share Posted October 19, 2014 works ^_^ how do i go about getting server messages to tell thr people on the server bank is being robbed though do i need to add any other lines of code to activate it added _debugBank = 1; to top again aswell like a global message to all people on server It already says on the chat. "Bank is getting robbed!" or something similiar. Changed it to that, previously it was a text in the middle of the screen. Might get annoying at some point ;) Link to comment Share on other sites More sharing options...
Guest Posted October 19, 2014 Report Share Posted October 19, 2014 when i tryed it i asked my friend to check if he got message when i was robbing bank he didnt get no message at all it was just me that got message saying i was robbing bank etc time so on so server wasnt getting message that someone was robbing bank only person that was robbing it Link to comment Share on other sites More sharing options...
fallingsheep Posted October 19, 2014 Report Share Posted October 19, 2014 Hi Darihon, May included your bank Robbery script in my repack? full credits and link to your thread will be included http://opendayz.net/threads/wip-release-sheeps-epoch-repack.14561/ Link to comment Share on other sites More sharing options...
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