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Sometimes character stops updating after skin change


f3cuk

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Since updating to 1051 several people have been complaining that sometimes their character seemed to go back in time after they had logged in. Untill today I couldn't pinpoint what was happening but now i think i found it. Sometimes when a player changes skin, his or her character stops updating from that point on. Resulting in progress loss when they logout and log back in, even simply going in and out the lobby will "reset" their character to the state they were in just before they changed clothes.

 

One user even reported that he died » ragequit » after logging back in a few hours later, was alive and had most of his gear back. He asked me if i did a rollback on the database, which we did not. It did not make sense to me but now i'm figuring he had probably just changed skins before and got reset to that.
 

Could anyone confirm this issue? Or did i mess it up all by myself :P

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I finally made some progress on this today. Somehow i assumed the functions to change clothes ran server side. So i just changed the files in the dayz_code pbo and figured it would be okay. Since these files actually run client side changing them server side did not do anything.
 

Placed them inside my mission PBO and finally start getting some input back from changing them. Hoping i can actually get somewhere with this now :)

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I finally made some progress on this today. Somehow i assumed the functions to change clothes ran server side. So i just changed the files in the dayz_code pbo and figured it would be okay. Since these files actually run client side changing them server side did not do anything.

 

Placed them inside my mission PBO and finally start getting some input back from changing them. Hoping i can actually get somewhere with this now :)

 

Okay i've done some changes and wasn't able to get any more errors in the dev environment. Added them to our main server and so far so good, will keep you guys updated on this.

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Lol, hardly :P But thanks ;)

--

 

From the top of my head

  • compiles.sqf
  • player_monitor.sqf
  • player_humanityMorph.sqf
  • player_switchModel.sqf

If and when i'm sure this is fixing the issue i'll do a small guide on what changes i made.

 

Where is the guide? ... ^^ iam waiting....

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Lol, hardly :P But thanks ;)

--

 

From the top of my head

  • compiles.sqf
  • player_monitor.sqf
  • player_humanityMorph.sqf
  • player_switchModel.sqf

If and when i'm sure this is fixing the issue i'll do a small guide on what changes i made.

 

Okay it's been up for about 10 hours now and not a single out of place "as no CharacterID" warning in the RPT. Just did the ultimate test switching clothes about 50 times in a row and not a single problem. Looking good so far. BUT, now we got a problem with Humanity multiplying. Went from 30K to 140K in about an hour. Other players reporting their humanity has doubles as well. Not 100% sure it's related, but it's definitely related lol

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Okay it's been up for about 10 hours now and not a single out of place "as no CharacterID" warning in the RPT. Just did the ultimate test switching clothes about 50 times in a row and not a single problem. Looking good so far. BUT, now we got a problem with Humanity multiplying. Went from 30K to 140K in about an hour. Other players reporting their humanity has doubles as well. Not 100% sure it's related, but it's definitely related lol

Lol it shouldn't be too hard to find the cause for that. Since switching skins triggers a new character I'm guessing it's doing some funky addition of the humanity values.

Appreciate the hard work you're putting into this, especially when I see you've also released a new WAI which I'm super happy about.

One thing I'm curious about is why this issue is happening. And why only to some servers. It has to be the result of some addition to our files or are we just unlucky?

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Well if i knew what it was, it would be a bit more easy to fix.
 

I´ve got a lot of ideas what it might be. I didnt really try to fix it, i just tried to make it so that it cant be broken (if that makes any sense).

Without going into technical detail, when you change clothes the game actually creates a complete new character for you and just copies all the stuff from the current character. Somewhere in this process it has to remove the current character and add the new one. After it adds the new character and sets is as the one you are playing with, there is quite a lot of stuff done (like adding your backpack) before it gets to setting your characterID on the newly created character. I simply change it so there is laterally no code in between creating the new player and setting it's player ID, therefore you should never end up with a character that has none and - as a result - cannot update to the database.

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You did read the bit where he said he would post it when sure it was working right?

 

Yeah i did. Did u see the seriousness in my post? ;P

 

 

Well if i knew what it was, it would be a bit more easy to fix.

 

If got a lot of ideas what it might be. I didnt really try to fix it, i just tried to make it so that it cant be broken (if that makes any sense).

Without going into technical detail, when you change clothes the game actually creates a complete new character for you and just copies all the stuff from the current character. Somewhere in this process it has to remove the current character and add the new one. After it adds the new character and sets is as the one you are playing with, there is quite a lot of stuff done (like adding your backpack) before it gets to setting your characterID on the newly created character. I simply change it so there is laterally no code in between creating the new player and setting it's player ID, therefore you should never end up with a character that has none and - as a result - cannot update to the database.

 

I think i got these errors since i installed the following scripts:

 

- Infistar Antihack

- Another Safezone Script http://epochmod.com/forum/index.php?/topic/12928-another-safezone-script/

- Zombiland WAI (Yours)

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I think i got these errors since i installed the following scripts:

 

- Infistar Antihack

- Another Safezone Script http://epochmod.com/forum/index.php?/topic/12928-another-safezone-script/

- Zombiland WAI (Yours)

 

It's none of those scripts. Actually I'm pretty sure it's to do with - how do you say this nice - less conventional Epoch coding.

 

--

 

Okay it's been up for about 10 hours now and not a single out of place "as no CharacterID" warning in the RPT. Just did the ultimate test switching clothes about 50 times in a row and not a single problem. Looking good so far. BUT, now we got a problem with Humanity multiplying. Went from 30K to 140K in about an hour. Other players reporting their humanity has doubles as well. Not 100% sure it's related, but it's definitely related lol

Okay did some further enhancements and managed to trace this one (and fix it). Think we are all set now, rolling it out on our main server to test.

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When I'll get back from work today i'll try and talk to our players and review the RPT for any errors. There have been a few occasions where i thought i had fixed the issue only for it to popup again a little later, i wanna make 100% sure that is not the case this time.

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Okay i have asked our players and none have experienced issues the last couple of days. Although I'm still not confident if the changes really fix the issue, I'm pretty sure they won't do any harm either. If anyone wants to test here goes.

--

Files that are changed with this.

  • player_humanityMorph.sqf
  • player_switchModel.sqf
  • player_monitor.sqf (/dayz_code/system/player_monitor.sqf)
  • player_monitor.fsm (/dayz_code/system/player_monitor.fsm)
  • server_playerSync.sqf (/dayz_server/compile/server_playerSync.sqf)
  • compiles.sqf (/dayz_code/init/compiles.sqf)
  • init.sqf
1.) In your mission folder create a folder called "reset_fix" inside your custom folder.

 

2.) Copy over the following files into that folder (Skip if you already have these in your mission pbo)

  • player_monitor.sqf (/dayz_code/system/player_monitor.sqf)
  • player_monitor.fsm (/dayz_code/system/player_monitor.fsm)
  • compiles.sqf (/dayz_code/init/compiles.sqf)
3.) Open your init.sqf

 

Find

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
Replace

call compile preprocessFileLineNumbers "custom\reset_fix\compiles.sqf";
4.) Open compiles.sqf

 

Find

player_switchModel =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
 

Replace with

player_switchModel =        compile preprocessFileLineNumbers "custom\reset_fix\player_switchModel.sqf";
 

Find

player_humanityMorph =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
 

Replace with

player_humanityMorph =        compile preprocessFileLineNumbers "custom\reset_fix\player_humanityMorph.sqf";
 

Find

_model call player_switchModel;
 

Replace with

[_model] call player_switchModel;

5.) Open player_monitor.sqf

Find

_id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
Replace with

_id = [] execFSM "custom\reset_fix\player_monitor.fsm";

6.) Open player_monitor.fsm

Find

"_model call player_switchModel;" \n
 

Replace with

"[_model] call player_switchModel;" \n
 

7.) Create a file called player_humanityMorph.sqf and place it in the reset_fix folder

 

Add this

private ["_updates","_playerUID","_charID","_humanity","_worldspace","_model","_friendlies","_fractures","_old","_medical","_zombieKills","_headShots","_humanKills","_banditKills","_tagList];

_playerUID     = _this select 0;
_charID     = _this select 1;
_model         = _this select 2;

diag_log format["DEBUG: PUID: %1 | CHARID: %2 | MODEL: %3 | CURRENTMODEL: %4",_playerUID,_charID,_model,typeOF player];

if (typeOF player == _model) exitWith {cutText ['You already wear this Skin!', 'PLAIN'];};

player allowDamage false;

player removeEventHandler ["FiredNear",eh_player_killed];
player removeEventHandler ["HandleDamage",mydamage_eh1];
player removeEventHandler ["Killed",mydamage_eh3];
player removeEventHandler ["Fired",mydamage_eh2];

_updates =         player getVariable["updatePlayer",[false,false,false,false,false]];
_updates set [0,true];
player setVariable["updatePlayer",_updates,true];
dayz_unsaved = true;

//Logout
_humanity        = player getVariable["humanity",0];
_medical         = player call player_sumMedical;
_worldspace     = [round(direction player),getPosATL player];
_zombieKills     = player getVariable ["zombieKills",0];
_headShots         = player getVariable ["headShots",0];
_humanKills     = player getVariable ["humanKills",0];
_banditKills     = player getVariable ["banditKills",0];
_friendlies        = player getVariable ["friendlies",[]];
_tagList        = player getVariable ["tagList",[]];

//Switch
    [_model,_charID] call player_switchModel;

//Login

//set medical values
if (count _medical > 0) then {
    player setVariable["USEC_isDead",(_medical select 0),true];
    player setVariable["NORRN_unconscious", (_medical select 1), true];
    player setVariable["USEC_infected",(_medical select 2),true];
    player setVariable["USEC_injured",(_medical select 3),true];
    player setVariable["USEC_inPain",(_medical select 4),true];
    player setVariable["USEC_isCardiac",(_medical select 5),true];
    player setVariable["USEC_lowBlood",(_medical select 6),true];
    player setVariable["USEC_BloodQty",(_medical select 7),true];
    player setVariable["unconsciousTime",(_medical select 10),true];
    
    //Add Wounds
    {
        player setVariable[_x,true,true];
        usecBleed = [player,_x,0];
        publicVariable "usecBleed";
    } count (_medical select 8);
    
    //Add fractures
    _fractures = (_medical select 9);
    [player,"legs", (_fractures select 0)] call object_setHit;
    [player,"hands", (_fractures select 1)] call object_setHit;
} else {
    //Reset Fractures
    player setVariable ["hit_legs",0,true];
    player setVariable ["hit_hands",0,true];
    player setVariable ["USEC_injured",false,true];
    player setVariable ["USEC_inPain",false,true];    
};


//General Stats
player setVariable["humanity",_humanity,true];
player setVariable["zombieKills",_zombieKills,true];
player setVariable["headShots",_headShots,true];
player setVariable["humanKills",_humanKills,true];
player setVariable["banditKills",_banditKills,true];
player setVariable["worldspace",_worldspace,true];
player setVariable["friendlies",_friendlies,true];
player setVariable["tagList",_tagList,true];
player setVariable["BIS_noCoreConversations",true];
player setVariable["inTransit",false,true];

call dayz_resetSelfActions;

eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;} ];

[player] call fnc_usec_damageHandle;

player allowDamage true;

player addWeapon "Loot";
player addWeapon "Flare";

//melee check
    _wpnType = primaryWeapon player;
    _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
        if (_ismelee == "true") then {
                call dayz_meleeMagazineCheck;
        };

sleep 0.1;

 

8.) Create a file called player_switchModel.sqf in your reset_fix folder

 

Add this

 

private ["_charidchanged","_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee];

if (gear_done) then { disableUserInput true; };

_class             = _this select 0;

if(count _this > 1) then {
    _charID            = _this select 1;
    _charidchanged     = true;
} else {
    _charidchanged     = false;
};

_position         = getPosATL player;
_dir             = getDir player;
_currentAnim     = animationState player;
_tagSetting     = player getVariable["DZE_display_name",false];
_playerUID         = getPlayerUID player;
_weapons         = weapons player;
_countMags         = call player_countMagazines;
_magazines         = _countMags select 0;
_backpackMag    = [];

diag_log _countMags;

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};

_primweapon    = primaryWeapon player;
_secweapon    = secondaryWeapon player;

if(!(_primweapon in _weapons) && _primweapon != "") then {
    _weapons set [(count _weapons), _primweapon];
};

if(!(_secweapon in _weapons) && _secweapon != "") then {
    _weapons set [(count _weapons), _secweapon];
};

//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
    _backpackWpn = getWeaponCargo unitBackpack player;
    _backpackMag = _countMags select 1;
};

//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
    _currentWpn = currentMuzzle player;
};

//Secure Player for Transformation
player setPosATL dayz_spawnPos;

//BackUp Player Object
_oldUnit = player;

/**********************************/
//DONT USE player AFTER THIS POINT//
/**********************************/

//Create New Character
_group         = createGroup WEST;
_newUnit     = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"];

_newUnit     setPosATL _position;
_newUnit     setDir _dir;

//Clear New Character
{_newUnit removeMagazine _x;} count  magazines _newUnit;
removeAllWeapons _newUnit;    

//Equip New Charactar
{
    if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
} count _magazines;

{
    _newUnit addWeapon _x;
} count _weapons;

//Check && Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
    //Get Differecnce
    {
        _weapons = _weapons - [_x];
    } count (weapons _newUnit);
    
    //Add the Missing
    {
        _newUnit addWeapon _x;
    } count _weapons;
};

if(_primweapon !=  (primaryWeapon _newUnit)) then {
    _newUnit addWeapon _primweapon;        
};
if (_primweapon == "MeleeCrowbar") then {
    _newUnit addMagazine 'crowbar_swing';
};
if (_primweapon == "MeleeSledge") then {
    _newUnit addMagazine 'sledge_swing';
};
if (_primweapon == "MeleeHatchet_DZE") then {
    _newUnit addMagazine 'Hatchet_Swing';
};
if (_primweapon == "MeleeMachete") then {
    _newUnit addMagazine 'Machete_swing';
};
if (_primweapon == "MeleeFishingPole") then {
    _newUnit addMagazine 'Fishing_Swing';
};

if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
    _newUnit addWeapon _secweapon;        
};

_switchUnit = {

    private["_charidchanged","_charID"];

    _charID            = _this select 0;
    _charidchanged    = _this select 1;

    addSwitchableUnit        _newUnit;
    setPlayable             _newUnit;
    selectPlayer             _newUnit;
    
    if(_charidchanged) then {
        player setVariable["CharacterID",_charID,true];
        player setVariable["inTransit",true,true];
    };
    
    removeAllWeapons         _oldUnit;
    {
        _oldUnit removeMagazine _x;
    } count magazines         _oldUnit;

    deleteVehicle             _oldUnit;
    removeSwitchableUnit     _oldUnit;

    if(_currentWpn != "") then {
        _newUnit selectWeapon _currentWpn;
    };
};

//Add && Fill BackPack
if (_newBackpackType != "") then {

    _newUnit         addBackpack _newBackpackType;

    //Weapons
    _backpackWpnTypes     = [];
    _backpackWpnQtys     = [];

    if (count _backpackWpn > 0) then {
        _backpackWpnTypes = _backpackWpn select 0;
        _backpackWpnQtys = _backpackWpn select 1;
    };

    diag_log format["DSM: Initialising switchover | charID: %1 | changeID: %2",_charID,_charidchanged];

    [_charID,_charidchanged] call _switchUnit;

    diag_log "DSM: Switchunit succes";

    if (gear_done) then {sleep 0.001;};
    ["1"] call gearDialog_create;
    if (gear_done) then {sleep 0.001;};
    
    diag_log "DSM: Geardialog succes";

    //magazines
    _countr = 0;
    {
        if ((typeName _x) != "STRING") then {
            _isWeapon = (isClass(configFile >> "CfgWeapons" >> (_x select 0)));
        } else {
            _isWeapon = (isClass(configFile >> "CfgWeapons" >> _x));
        };
        
        if (!_isWeapon) then {
            _countr = _countr + 1;
            if ((typeName _x) != "STRING") then {
                (unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
                _idc = 4999 + _countr;
                _idc setIDCAmmoCount (_x select 1);
            } else {
                (unitBackpack player) addMagazineCargoGlobal [_x, 1];
            };
        };
    } foreach _backpackMag;
    
    diag_log "DSM: Backpackmag succes";
    
    (findDisplay 106) closeDisplay 0;
    
    if (gear_done) then {
        sleep 0.001;
        disableUserInput false;
    };
    
    _countr = 0;
    {
        (unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
        _countr = _countr + 1;
    } foreach _backpackWpnTypes;

   diag_log "DSM: Backpackwpn succes";
    
} else {
    [_charID,_charidchanged] call _switchUnit;
};

[objNull, player, rSwitchMove,_currentAnim] call RE;

player disableConversation true;

if (_tagSetting) then {
    DZE_ForceNameTags = true;
};

_wpnType = primaryWeapon player;
_ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));

if (_ismelee == "true") then {
    call dayz_meleeMagazineCheck;
};

{
    player reveal _x
} count (nearestObjects [getPosATL player, dayz_reveal, 50]);

 

9.) Open your /dayz_server/compile/server_playerSync.sqf

Replace with

 

private ["_inTransit","_empty","_name","_playerwasNearby","_character","_magazines","_force","_characterID","_charPos","_isInVehicle","_timeSince","_humanity","_debug","_distance","_isNewMed","_isNewPos","_isNewGear","_playerPos","_playerGear","_playerBackp","_medical","_distanceFoot","_lastPos","_backpack","_kills","_killsB","_killsH","_headShots","_lastTime","_timeGross","_timeLeft","_currentWpn","_currentAnim","_config","_onLadder","_isTerminal","_currentModel","_modelChk","_muzzles","_temp","_currentState","_array","_key","_pos","_forceGear","_friendlies];

_character             = _this select 0;
_magazines             = _this select 1;
_force                 = _this select 2;
_forceGear             = _this select 3;
_playerwasNearby     = false;

if ((count _this) > 4) then {
    _playerwasNearby =    _this select 4;
};

if (isNull _character) exitWith {
    diag_log ("Player is Null FAILED: Exiting, player sync: " + str(_character));
};

_characterID         = _character getVariable ["CharacterID","0"];
_charPos            = getPosATL _character;
_isInVehicle         = vehicle _character != _character;
_timeSince             = 0;
_humanity             = 0;
_inTransit             = _character getVariable ["inTransit", false];

_name = if (alive _character) then { name _character; } else { "Dead Player"; };

if (_character isKindOf "Animal") exitWith {
    diag_log ("ERROR: Cannot Sync Character " + (_name) + " is an Animal class");
};

if (isnil "_characterID") exitWith {
    diag_log ("ERROR: Cannot Sync Character " + (_name) + " has nil characterID");    
};

if (_characterID == "0") exitWith {
    diag_log ("ERROR: Cannot Sync Character " + (_name) + " as no characterID");
};

if (_inTransit) exitWith {
    diag_log ("NOTICE: Cannot update " + (_name) + ", player is in transit");
};

_debug = getMarkerpos "respawn_west";
_distance = _debug distance _charPos;

if (_distance < 2000) exitWith {
    diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",_name,_characterID,_charPos];
};

//Check for server initiated updates
_isNewMed =        _character getVariable["medForceUpdate",false];        //Med Update is forced when a player receives some kind of med incident
_isNewPos =        _character getVariable["posForceUpdate",false];        //Med Update is forced when a player receives some kind of med incident
_isNewGear =    ((count _magazines) > 0);

//Check for player initiated updates
if (_characterID != "0") then {
    _playerPos =    [];
    _playerGear =    [];
    _playerBackp =    [];
    _medical =        [];
    _distanceFoot =    0;
        
    //Check if update is requested
    if (_isNewPos || _force) then {
        if (((_charPos select 0) == 0) && ((_charPos select 1) == 0)) then {
            //Zero Position
        } else {
            //diag_log ("getting position..."); sleep 0.05;
            _playerPos = [round(direction _character),_charPos];
            _lastPos = _character getVariable["lastPos",_charPos];
            if (count _lastPos > 2 && count _charPos > 2) then {
                if (!_isInVehicle) then {
                    _distanceFoot = round(_charPos distance _lastPos);
                };
                _character setVariable["lastPos",_charPos];
            };
            if (count _charPos < 3) then {
                _playerPos =    [];
            };
            //diag_log ("position = " + str(_playerPos)); sleep 0.05;
        };
        _character setVariable ["posForceUpdate",false,true];
    };
    if (_isNewGear || _forceGear) then {
        _playerGear = [weapons _character,_magazines];
        _backpack = unitBackpack _character;
        if(_playerwasNearby) then {
            _empty = [[],[]];
            _playerBackp = [typeOf _backpack,_empty,_empty];
        } else {
            _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];
        };
    };
    if (_isNewMed || _force) then {
        if (!(_character getVariable["USEC_isDead",false])) then {
            _medical = _character call player_sumMedical;
        };
        _character setVariable ["medForceUpdate",false,true];
    };
    
    //Process update
    if (_characterID != "0") then {
        //Record stats while we're here        
        /*
            Check previous stats against what client had when they logged in
            this helps prevent JIP issues, where a new player wouldn't have received
            the old players updates. Only valid for stats where clients could have
            be recording  results from their local objects (such as agent zombies)
        */
        _kills =         ["zombieKills",_character] call server_getDiff;
        _killsB =         ["banditKills",_character] call server_getDiff;
        _killsH =         ["humanKills",_character] call server_getDiff;
        _headShots =     ["headShots",_character] call server_getDiff;
        _humanity =     ["humanity",_character] call server_getDiff2;
        //_humanity =     _character getVariable ["humanity",0];
        _character addScore _kills;        
        /*
            Assess how much time has passed, for recording total time on server
        */
        _lastTime =     _character getVariable["lastTime",time];
        if (isNil "_lastTime") then {_lastTime = time;};
        _timeGross =     (time - _lastTime);
        _timeSince =     floor(_timeGross / 60);
        _timeLeft =        (_timeGross - (_timeSince * 60));
        /*
            Get character state details
        */
        _currentWpn =     currentMuzzle _character;
        _currentAnim =    animationState _character;
        _config =         configFile >> "CfgMovesMaleSdr" >> "States" >> _currentAnim;
        _onLadder =        (getNumber (_config >> "onLadder")) == 1;
        _isTerminal =     (getNumber (_config >> "terminal")) == 1;
        //_wpnDisabled =    (getNumber (_config >> "disableWeapons")) == 1;
        _currentModel = typeOf _character;
        _modelChk =     _character getVariable ["model_CHK",""];
        if (isNil "_modelChk") then {_modelChk = "";};
        if (_currentModel == _modelChk) then {
            _currentModel = "";
        } else {
            _currentModel = _currentModel;
            _character setVariable ["model_CHK",typeOf _character];
        };
        
        if (_onLadder || _isInVehicle || _isTerminal) then {
            _currentAnim = "";
            //If position to be updated, make sure it is at ground level!
            if ((count _playerPos > 0) && !_isTerminal) then {
                _charPos set [2,0];
                _playerPos set[1,_charPos];                    
            };
        };
        if (_isInVehicle) then {
            _currentWpn = "";
        } else {
            if ( typeName(_currentWpn) == "STRING" ) then {
                _muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
                if (count _muzzles > 1) then {
                    _currentWpn = currentMuzzle _character;
                };    
            } else {
                //diag_log ("DW_DEBUG: _currentWpn: " + str(_currentWpn));
                _currentWpn = "";
            };
        };
        _temp = round(_character getVariable ["temperature",100]);
        if (isNil "_temp") then {_temp = 100;};
        _currentState = [_currentWpn,_currentAnim,_temp];
        if(DZE_FriendlySaving) then {
            // save only last/most recent 5 entries as we only have 200 chars in db field && weapon + animation names are sometimes really long 60-70 chars.
            _arrayToSave = (_character getVariable ["friendlies",[]]);
            if (isNil "_arrayToSave") then {_arrayToSave = [];};
            _friendlies = [_arrayToSave,5] call array_reduceSizeReverse;
            _currentState set [(count _currentState),_friendlies];
        };
        /*
            Everything is ready, now publish to HIVE
        */
        if (count _playerPos > 0) then {
            _array = [];
            {
                if (_x > dayz_minpos && _x < dayz_maxpos) then {
                    _array set [count _array,_x];
                };
            } count (_playerPos select 1);
            _playerPos set [1,_array];
        };
        if (!isNull _character) then {
            if (alive _character) then {
                //Wait for HIVE to be free
                //Send request
                _key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,_kills,_headShots,_distanceFoot,_timeSince,_currentState,_killsH,_killsB,_currentModel,_humanity];
                //diag_log ("HIVE: WRITE: "+ str(_key) + " / " + _characterID);
                _key call server_hiveWrite;
            };
        };

        // If player is in a vehicle, keep its position updated
        if (vehicle _character != _character) then {
            //[vehicle _character, "position"] call server_updateObject;
            if (!(vehicle _character in needUpdate_objects)) then {
                //diag_log format["DEBUG: Added to NeedUpdate=%1",vehicle _character];
                needUpdate_objects set [count needUpdate_objects, vehicle _character];
            };
        };
        
        // Force gear updates for nearby vehicles/tents
        {
            [_x, "gear"] call server_updateObject;
        } count (nearestObjects [_charPos, dayz_updateObjects, 10]);
        //[_charPos] call server_updateNearbyObjects;

        //Reset timer
        if (_timeSince > 0) then {
            _character setVariable ["lastTime",(time - _timeLeft)];
        };
        
    };
    
};

 

 

 

10.) Repack your mission and dayz_server pbo

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Excellent, I'm going to test this right away. I did notice two little errors though.

 

 

Find

player_humanityMorph =        compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";

 
Replace with

player_humanityMorph =        compile preprocessFileLineNumbers "custom\changeclothes\player_humanityMorph.sqf";

 

 
Replace with should be: player_humanityMorph =        compile preprocessFileLineNumbers "custom\reset_fix\player_humanityMorph.sqf";
 
 

 

5.) Open player_monitor.sqf

Find

"_model call player_switchModel;" \n

 
Replace with

"[_model] call player_switchModel;" \n

 

This should read:

 

5.) Open player_monitor.fsm

 

Thanks for all your hard work on this. I'll report back with my results.

 

 

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Thanks for noticing. Changed those and also added the changes to player_monitor.sqf. Only when you do simple guides like these you realised how much you have already changed and you actually have to start figuring out how to do it Vanilla style :P

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Hmm it was looking promising but my inventory was wiped.

 

I spawned in with my full test loadout, changed skin, dumped some items on the ground, ran 50m, eat and drank and then logged out. When I logged back in my location was right but inventory was cleared. Handgun was still there as were backpack contents though, but briefcase, med items and handgub ammo + bandages were gone.

 

I will do some further testing.

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If this is of interest

 

Here's my player RPT file.

 

Exe timestamp: 2014/07/01 02:31:31

Current time:  2014/08/21 06:57:28
 
Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Error: Audio - enumeration output devices failed.
Warning: Audio device creation failed, attempt to create default audio:
SamplesPerSec: 44100, channels: 2, bitsPerSample: 16
Audio device successfully created with default settings.
Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
Strange convex component288 in warehouse\models\warehouse.p3d:geometry
Strange convex component289 in warehouse\models\warehouse.p3d:geometry
Strange convex component290 in warehouse\models\warehouse.p3d:geometry
Strange convex component291 in warehouse\models\warehouse.p3d:geometry
Strange convex component292 in warehouse\models\warehouse.p3d:geometry
Strange convex component293 in warehouse\models\warehouse.p3d:geometry
Strange convex component294 in warehouse\models\warehouse.p3d:geometry
Strange convex component295 in warehouse\models\warehouse.p3d:geometry
Strange convex component296 in warehouse\models\warehouse.p3d:geometry
Strange convex component297 in warehouse\models\warehouse.p3d:geometry
Strange convex component298 in warehouse\models\warehouse.p3d:geometry
Strange convex component299 in warehouse\models\warehouse.p3d:geometry
Strange convex component300 in warehouse\models\warehouse.p3d:geometry
Strange convex component301 in warehouse\models\warehouse.p3d:geometry
Strange convex component302 in warehouse\models\warehouse.p3d:geometry
Strange convex component303 in warehouse\models\warehouse.p3d:geometry
Strange convex component304 in warehouse\models\warehouse.p3d:geometry
Strange convex component305 in warehouse\models\warehouse.p3d:geometry
Strange convex component306 in warehouse\models\warehouse.p3d:geometry
Strange convex component307 in warehouse\models\warehouse.p3d:geometry
Strange convex component308 in warehouse\models\warehouse.p3d:geometry
Strange convex component309 in warehouse\models\warehouse.p3d:geometry
Strange convex component310 in warehouse\models\warehouse.p3d:geometry
Strange convex component311 in warehouse\models\warehouse.p3d:geometry
Strange convex component312 in warehouse\models\warehouse.p3d:geometry
Strange convex component313 in warehouse\models\warehouse.p3d:geometry
Strange convex component314 in warehouse\models\warehouse.p3d:geometry
Strange convex component315 in warehouse\models\warehouse.p3d:geometry
Strange convex component316 in warehouse\models\warehouse.p3d:geometry
Strange convex component317 in warehouse\models\warehouse.p3d:geometry
Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
class HitPoints::HitLF2Wheel not found in policecar
class HitPoints::HitRF2Wheel not found in policecar
class HitPoints::HitLMWheel not found in policecar
class HitPoints::HitRMWheel not found in policecar
AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
UH1Y_DZE: ObsGun - unknown animation source ObsGun
Fresnel k must be >0, given n=0.8,k=0
Fresnel k must be >0, given n=0.8,k=0
BIKE: loading version 2.8.0 ...
SUICIDE v1.2.2: initializing...
CLICK ACTIONS: loading...
"DEBUG: loadscreen guard started."
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"Res3tting B!S effects..."
Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
"PLAYER RESULT: true"
[[],[]]
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (22.779)"
"infiSTAR.de - randvar1 started (22.779)"
Error in expression <ON_fnc_vkcReset = {
player removeAction s_player_claimVehicle;
s_player_claimVeh>
  Error position: <s_player_claimVehicle;
s_player_claimVeh>
  Error Undefined variable in expression: s_player_claimvehicle
File mpmissions\__CUR_MP.napf\addons\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 40
Error in expression <ir') then {oR3F_TIRED_FNCT_Voile_Noir = R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error position: <R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error Undefined variable in expression: r3f_tired_fnct_voile_noir
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 125
Error in expression <) then {oR3F_TIRED_FNCT_DoBlackVanish = R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error position: <R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error Undefined variable in expression: r3f_tired_fnct_doblackvanish
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 126
"infiSTAR.de - randvar1 created randvar27a (23.184)"
"infiSTAR.de - randvar1 created randvar27 (23.184)"
"infiSTAR.de - 17082014IAHAT334 - Successfully Loaded on Client ID1458 (23.184) | 1 Admins online"
Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
BIKE: loading version 2.8.0 ...
SUICIDE v1.2.2: initializing...
CLICK ACTIONS: loading...
"DEBUG: loadscreen guard started."
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"Res3tting B!S effects..."
"PLAYER RESULT: true"
[[],[]]
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (30.113)"
"infiSTAR.de - randvar1 started (30.113)"
Error in expression <ON_fnc_vkcReset = {
player removeAction s_player_claimVehicle;
s_player_claimVeh>
  Error position: <s_player_claimVehicle;
s_player_claimVeh>
  Error Undefined variable in expression: s_player_claimvehicle
File mpmissions\__CUR_MP.napf\addons\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 40
Error in expression <ir') then {oR3F_TIRED_FNCT_Voile_Noir = R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error position: <R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error Undefined variable in expression: r3f_tired_fnct_voile_noir
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 125
Error in expression <) then {oR3F_TIRED_FNCT_DoBlackVanish = R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error position: <R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error Undefined variable in expression: r3f_tired_fnct_doblackvanish
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 126
"infiSTAR.de - randvar1 created randvar27a (30.322)"
"infiSTAR.de - randvar1 created randvar27 (30.322)"
"infiSTAR.de - 17082014IAHAT334 - Successfully Loaded on Client ID1458 (30.322) | 1 Admins online"
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
WARNING: Function 'name' - Anarior is dead
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
BIKE: loading version 2.8.0 ...
SUICIDE v1.2.2: initializing...
CLICK ACTIONS: loading...
"DEBUG: loadscreen guard started."
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"Res3tting B!S effects..."
"PLAYER RESULT: true"
[[],[]]
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (84.904)"
"infiSTAR.de - randvar1 started (84.904)"
Error in expression <ON_fnc_vkcReset = {
player removeAction s_player_claimVehicle;
s_player_claimVeh>
  Error position: <s_player_claimVehicle;
s_player_claimVeh>
  Error Undefined variable in expression: s_player_claimvehicle
File mpmissions\__CUR_MP.napf\addons\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 40
"infiSTAR.de - randvar1 created randvar27a (84.942)"
"infiSTAR.de - randvar1 created randvar27 (84.942)"
"infiSTAR.de - 17082014IAHAT334 - Successfully Loaded on Client ID1458 (84.942) | 1 Admins online"
Error in expression <ir') then {oR3F_TIRED_FNCT_Voile_Noir = R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error position: <R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error Undefined variable in expression: r3f_tired_fnct_voile_noir
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 125
Error in expression <) then {oR3F_TIRED_FNCT_DoBlackVanish = R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error position: <R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error Undefined variable in expression: r3f_tired_fnct_doblackvanish
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 126
"DEBUG: PUID: 76561198100048697 | CHARID: 16 | MODEL: Soldier_Bodyguard_AA12_PMC_DZ | CURRENTMODEL: Soldier1_DZ"
[["ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar","ItemGoldBar","Skin_Soldier1_DZ","Skin_GUE_Soldier_2_DZ","Skin_Soldier1_DZ","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"],["PartGeneric","PartGeneric","PartEngine","PartFueltank"]]
"DSM: Initialising switchover | charID: 16 | changeID: true"
"DSM: Switchunit succes"
"DSM: Geardialog succes"
"DSM: Backpackmag succes"
"DSM: Backpackwpn succes"
"DEBUG: PUID: 76561198100048697 | CHARID: 16 | MODEL: Soldier1_DZ | CURRENTMODEL: Soldier_Bodyguard_AA12_PMC_DZ"
[["ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar","ItemGoldBar","Skin_GUE_Soldier_2_DZ","Skin_Soldier1_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"],["PartGeneric","PartGeneric","PartEngine","PartFueltank"]]
"DSM: Initialising switchover | charID: 16 | changeID: true"
"DSM: Switchunit succes"
"DSM: Geardialog succes"
"DSM: Backpackmag succes"
"DSM: Backpackwpn succes"
"DEBUG: PUID: 76561198100048697 | CHARID: 16 | MODEL: GUE_Soldier_2_DZ | CURRENTMODEL: Soldier1_DZ"
[["ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar","ItemGoldBar","Skin_Soldier1_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Soldier1_DZ","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"],["PartGeneric","PartGeneric","PartEngine","PartFueltank"]]
"DSM: Initialising switchover | charID: 16 | changeID: true"
"DSM: Switchunit succes"
"DSM: Geardialog succes"
"DSM: Backpackmag succes"
"DSM: Backpackwpn succes"
UH60Wreck_DZ: MainTurret - unknown animation source mainTurret
UH60Wreck_DZ: MainGun - unknown animation source mainGun
UH60Wreck_DZ: MachineGun_1 - unknown animation source Gatling_1
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Network simulation, time = 0.000
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
Group B 1-1-A (0x3320e200) - network ID 2:1370
 - no main subgroup
BIKE: loading version 2.8.0 ...
SUICIDE v1.2.2: initializing...
CLICK ACTIONS: loading...
"DEBUG: loadscreen guard started."
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"Res3tting B!S effects..."
"PLAYER RESULT: true"
[[],[]]
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (296.63)"
"infiSTAR.de - randvar1 started (296.63)"
Error in expression <ON_fnc_vkcReset = {
player removeAction s_player_claimVehicle;
s_player_claimVeh>
  Error position: <s_player_claimVehicle;
s_player_claimVeh>
  Error Undefined variable in expression: s_player_claimvehicle
File mpmissions\__CUR_MP.napf\addons\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 40
Error in expression <ir') then {oR3F_TIRED_FNCT_Voile_Noir = R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error position: <R3F_TIRED_FNCT_Voile_Noir;};
if (isNil '>
  Error Undefined variable in expression: r3f_tired_fnct_voile_noir
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 125
Error in expression <) then {oR3F_TIRED_FNCT_DoBlackVanish = R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error position: <R3F_TIRED_FNCT_DoBlackVanish;};
R3F_TIRE>
  Error Undefined variable in expression: r3f_tired_fnct_doblackvanish
File mpmissions\__CUR_MP.napf\scripts\SafeZone.sqf, line 126
"infiSTAR.de - randvar1 created randvar27a (296.762)"
"infiSTAR.de - randvar1 created randvar27 (296.762)"
"infiSTAR.de - 17082014IAHAT334 - Successfully Loaded on Client ID1458 (296.762) | 1 Admins online"
"DEBUG: PUID: 76561198100048697 | CHARID: 16 | MODEL: Soldier_Bodyguard_AA12_PMC_DZ | CURRENTMODEL: GUE_Soldier_2_DZ"
[["ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar","ItemGoldBar","Skin_GUE_Soldier_2_DZ","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"],["PartGeneric","PartGeneric","PartEngine","PartFueltank"]]
"DSM: Initialising switchover | charID: 16 | changeID: true"
"DSM: Switchunit succes"
"DSM: Geardialog succes"
"DSM: Backpackmag succes"
"DSM: Backpackwpn succes"
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Network simulation, time = 0.000
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
Group B 1-1-A (0x3acf9300) - network ID 2:1384
 - no main subgroup
BIKE: loading version 2.8.0 ...
SUICIDE v1.2.2: initializing...
CLICK ACTIONS: loading...
"DEBUG: loadscreen guard started."
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"Res3tting B!S effects..."
"PLAYER RESULT: true"
[[],[]]
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (410.369)"
"infiSTAR.de - randvar1 started (410.369)"
Error in expression <ON_fnc_vkcReset = {
player removeAction s_player_claimVehicle;
s_player_claimVeh>
  Error position: <s_player_claimVehicle;
s_player_claimVeh>
  Error Undefined variable in expression: s_player_claimvehicle
File mpmissions\__CUR_MP.napf\addons\VehicleKeyChanger\VehicleKeyChanger_init.sqf, line 40
"infiSTAR.de - randvar1 created randvar27a (410.527)"
"infiSTAR.de - randvar1 created randvar27 (410.527)"

"infiSTAR.de - 17082014IAHAT334 - Successfully Loaded on Client ID1458 (410.684) | 1 Admins online"

 

Server RPT

 

=====================================================================

== D:\DayZ Test Server\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;" -cpuCount=4 -exThreads=1 -maxmem=2047 -noCB
=====================================================================
Exe timestamp: 2014/06/11 16:46:23
Current time:  2014/08/21 07:04:07
 
Version 1.63.124879
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:33 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:34 Server error: Player without identity Anarior (id 1546176196)
 7:06:39 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:39 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 7:06:48 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 7:06:52 ca\misc\houpacka.p3d: house, config class missing
 7:06:52 ca\misc\houpacka.p3d: house, config class missing
 7:06:53 ca\misc\houpacka.p3d: house, config class missing
 7:06:57 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 7:06:58 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 7:06:58 "DayZ Epoch: MPframework inited"
 7:06:59 "infiSTAR.de - Waiting for bis_fnc_init..."
 7:06:59 "infiSTAR.de - bis_fnc_init done - AntiHack STARTING...!"
 7:06:59 Warning Message: Script low_admins.sqf not found
 7:07:00 Warning Message: Script normal_admins.sqf not found
 7:07:00 Warning Message: Script super_admins.sqf not found
 7:07:00 Warning Message: Script blacklist.sqf not found
 7:07:00 "infiSTAR.de - iproductVersion: 17082014IAHAT334 | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,124879] | worldName: napf | dayz_instance: 24 | missionName: dayz_epoch_24"
 7:07:00 "infiSTAR.de - _fnc_RandomGen: {
_arr = ["r","g","E","s","N","h","O","5","u","y","6","u","U","r","C","K","L","T","p","K","0","g","8","W","2","6","X","l","5","1"];
_gen = "P";
for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
_gen
}"
 7:07:00 "infiSTAR.de - _randvar1: PgO8gUCO"
 7:07:00 "infiSTAR.de - _randvar2: P56L8pNC"
 7:07:00 "infiSTAR.de - _randvar3: PspspCW8"
 7:07:00 "infiSTAR.de - _randvar4: PlW26r8E"
 7:07:00 "infiSTAR.de - _randvar5: PKC85Eg6"
 7:07:00 "infiSTAR.de - _randvar6: PXhsKNlp"
 7:07:00 "infiSTAR.de - _randvar13: PL02pUOl"
 7:07:00 "infiSTAR.de - _randvar19: P6gEOpl5"
 7:07:00 "infiSTAR.de - _randvar26: P6X1s2LE"
 7:07:00 "infiSTAR.de - _randvar27: P65hry1K"
 7:07:00 "infiSTAR.de - _randvar27a: PL18L0KN"
 7:07:00 "infiSTAR.de - _randvar28: PNX66LC0"
 7:07:00 "infiSTAR.de - infiSTAR_DLL_PATH: Infistar\"
 7:07:00 "infiSTAR.de - AntiHack LOADED!"
 7:07:00 "infiSTAR.de - CREATING AdminMenu"
 7:07:00 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 7:07:00 "infiSTAR.de - AntiHack FULLY LOADED"
 7:07:00 ca\misc\houpacka.p3d: house, config class missing
 7:07:03 ca\misc\houpacka.p3d: house, config class missing
 7:07:06 ca\misc\houpacka.p3d: house, config class missing
 7:07:06 ca\misc\houpacka.p3d: house, config class missing
 7:07:07 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 7:07:07 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 7:07:07 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 7:07:07 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 7:07:08 ca\misc3\wf\wf_depot.p3d: house, config class missing
 7:07:08 ca\misc3\wf\wf_depot.p3d: house, config class missing
 7:07:08 ca\misc3\wf\wf_depot.p3d: house, config class missing
 7:07:10 ca\misc\houpacka.p3d: house, config class missing
 7:07:10 ca\misc\houpacka.p3d: house, config class missing
 7:07:12 ca\misc\houpacka.p3d: house, config class missing
 7:07:12 ca\misc\houpacka.p3d: house, config class missing
 7:07:12 ca\misc\houpacka.p3d: house, config class missing
 7:07:12 ca\misc\houpacka.p3d: house, config class missing
 7:07:15 ca\misc\houpacka.p3d: house, config class missing
 7:07:16 ca\structures\house\housev\housev_2l_dam_ruins.p3d: house, config class missing
 7:07:17 BIKE: loading version 2.8.0 ...
 7:07:17 BIKE: adding bike to safe vehicle list...
 7:07:17 "Res3tting B!S effects..."
 7:07:17 Error in expression <eed 0;_this enableSimulation false;
};
 
};>
 7:07:17   Error position: <};>
 7:07:17   Error Missing {
 7:07:17 File z\addons\dayz_server\missions\DayZ_Epoch_24.Napf\mission.sqf, line 557
 7:07:19 "WAI: AI Config File Loaded"
 7:07:20 class HitPoints::HitLF2Wheel not found in policecar
 7:07:20 class HitPoints::HitRF2Wheel not found in policecar
 7:07:20 class HitPoints::HitLMWheel not found in policecar
 7:07:20 class HitPoints::HitRMWheel not found in policecar
 7:07:23 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 7:07:27 "WAI: AI Monitor Started"
 7:07:27 "WAI: Initialising missions"
 7:07:27 "HIVE: Starting"
 7:07:27 "HIVE: trying to get objects"
 7:07:27 "HIVE: found 330 objects"
 7:07:27 "HIVE: Commence Object Streaming..."
 7:07:27 "HIVE: got 0 Epoch Objects and 330 Vehicles"
 7:07:28 "infiSTAR.de - Player-Log: Anarior(76561198100048697) - 0h 00min | ******ADMIN******"
 7:07:32 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 7:07:32 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 7:07:35 Warnings in ca\communityconfigurationproject_e\gameplay_fixedat1model\p3d\ccp_at1.p3d:shadow(1000)
 7:07:44 "infiSTAR.de PlayerConnected: _uid: 76561198100048697   _name: Anarior"
 7:07:46 "infiSTAR.de PlayerConnected: _uid:    _name: __SERVER__"
 7:07:54 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 7:07:54 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 7:07:57 "HIVE: Vehicle Spawn limit reached!"
 7:07:57 "HIVE: Spawning # of Debris: 0"
 7:07:57 "HIVE: Spawning # of Ammo Boxes: 10"
 7:07:57 "HIVE: Spawning # of Veins: 30"
 7:07:57 "Total Number of spawn locations 6"
 7:07:58 "EPOCH EVENTS INIT"
 7:07:59 "TIME SYNC: Local Time set to [2013,8,3,14,7]"
 7:08:15 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 7:08:15 "infiSTAR.de Log: Anarior(76561198100048697) -    Entered SafeZone @082050"
 7:08:15 "infiSTAR.de AdminReq: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:08:15 "infiSTAR.de AdminReqProceed: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:08:15 "infiSTAR.de ******ADMIN-LOGIN******: Anarior(76561198100048697)"
 7:08:46 "PDEATH: Player Died 76561198100048697"
 7:08:54 "infiSTAR.de Log: Anarior(76561198100048697) -    Left SafeZone @101250"
 7:08:56 "nil player object attempting PV, :["76561198100048697","Anarior"]"
 7:08:56 "get:  (any), sent: STRING (76561198100048697)"
 7:08:56 "DISCONNECT: Anarior (76561198100048697) Object: 32264080# 982977: baf_soldier_1_baf.p3d REMOTE, _characterID: 15 at loc [8248.36,15481.6,0.251501]"
 7:09:00 [DZMS]: Starting DayZ Mission System.
 7:09:00 [DZMS]: Relations not found! Using DZMS Relations.
 7:09:00 [DZMS]: Currently Running Version: 1.1FIN
 7:09:00 [DZMS]: Mission and Extended Configuration Loaded!
 7:09:00 [DZMS]: napf Detected. Map Specific Settings Adjusted!
 7:09:00 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
 7:09:00 [DZMS]: Loading ExecVM Functions.
 7:09:00 [DZMS]: Loading Compiled Functions.
 7:09:00 [DZMS]: Loading All Other Functions.
 7:09:00 [DZMS]: Mission Functions Script Loaded!
 7:09:00 [DZMS]: Major Mission Clock Starting!
 7:09:00 [DZMS]: Minor Mission Clock Starting!
 7:09:00 [DZMS]: Mission Marker Loop for JIPs Starting!
 7:09:01 "infiSTAR.de PlayerConnected: _uid: 76561198100048697   _name: Anarior"
 7:09:09 "infiSTAR.de AdminReq: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:09:09 "infiSTAR.de AdminReqProceed: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:09:09 "infiSTAR.de ******ADMIN-LOGIN******: Anarior(76561198100048697)"
 7:09:11 "infiSTAR.de Log: Anarior(76561198100048697) -    Left SafeZone @117041"
 7:09:22 "infiSTAR.de AdminReq: [1,B 1-1-B:1 (Anarior) REMOTE,[8250.94,15475.8,0]]"
 7:09:22 "infiSTAR.de AdminReqProceed: [1,B 1-1-B:1 (Anarior) REMOTE,[8250.94,15475.8,0]]"
 7:09:22 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Anarior) REMOTE,"Anarior Teleport to [8250.94,15475.8,0](@082050)"]"
 7:09:23 "infiSTAR.de Log: Anarior(76561198100048697) -    Entered SafeZone @082050"
 7:09:55 "0 Active ground units"
 7:09:55 "0 Active emplacement units"
 7:09:55 "0 Active chopper patrol units (Crew)"
 7:09:55 "0 Active vehicle patrol units (Crew)"
 7:10:09 "RUNNING EVENT: Military on [2014,8,21,14,10]"
 7:10:09 "Event already running"
 7:11:06 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Anarior) REMOTE,"Anarior - Skin_Soldier_Bodyguard_AA12_PMC_DZ"]"
 7:11:13 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Anarior) REMOTE,"Anarior - Skin_GUE_Soldier_2_DZ"]"
 7:11:19 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
 7:11:21 "NOTICE: Cannot update Anarior, player is in transit"
 7:11:41 "NOTICE: Cannot update Anarior, player is in transit"
 7:11:50 "NOTICE: Cannot update Anarior, player is in transit"
 7:12:16 [DZMS]: Running Minor Mission SM4.
 7:12:16 UH60Wreck_DZ: MainTurret - unknown animation source mainTurret
 7:12:16 UH60Wreck_DZ: MainGun - unknown animation source mainGun
 7:12:16 UH60Wreck_DZ: MachineGun_1 - unknown animation source Gatling_1
 7:12:19 [DZMS]: (DZMSUnitsMinor) 2 AI Spawned, 2 units in mission.
 7:12:20 "infiSTAR.de Log: Anarior(76561198100048697) -    Left SafeZone @083050"
 7:12:25 [DZMS]: (DZMSUnitsMinor) 2 AI Spawned, 4 units in mission.
 7:12:26 [DZMS]: (DZMSUnitsMinor) Waiting for 0/4 Units or Less to be Alive and a Player to be Near the Objective.
 7:12:34 "nil player object attempting PV, :["76561198100048697","Anarior"]"
 7:12:34 "get:  (any), sent: STRING (76561198100048697)"
 7:12:34 Client: Remote object 3:64 not found
 7:12:39 "infiSTAR.de PlayerConnected: _uid: 76561198100048697   _name: Anarior"
 7:12:40 Server: Object 3:94 not found (message 94)
 7:12:41 "infiSTAR.de AdminReq: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:12:41 "infiSTAR.de AdminReqProceed: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:12:41 "infiSTAR.de ******ADMIN-LOGIN******: Anarior(76561198100048697)"
 7:12:41 "infiSTAR.de Log: Anarior(76561198100048697) -    Entered SafeZone @082050"
 7:13:07 "infiSTAR.de Log: Anarior(76561198100048697) -    Left SafeZone @083051"
 7:13:27 "NOTICE: Cannot update Anarior, player is in transit"
 7:14:28 "nil player object attempting PV, :["76561198100048697","Anarior"]"
 7:14:28 "get:  (any), sent: STRING (76561198100048697)"
 7:14:28 Client: Remote object 3:103 not found
 7:14:31 "infiSTAR.de PlayerConnected: _uid: 76561198100048697   _name: Anarior"
 7:14:34 "infiSTAR.de AdminReq: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:14:34 "infiSTAR.de AdminReqProceed: [1234,B 1-1-B:1 (Anarior) REMOTE,"76561198100048697"]"
 7:14:34 "infiSTAR.de ******ADMIN-LOGIN******: Anarior(76561198100048697)"
 7:14:36 "infiSTAR.de Log: Anarior(76561198100048697) -    Left SafeZone @081052"
 7:15:02 "RUNNING EVENT: animated_crash_spawner on [2014,8,21,14,15]"
 7:15:02 "CRASHSPAWNER: 100% chance to start a crashing UH-1H with loot table 'HeliCrash'"
 7:15:02 "CRASHSPAWNER: UH-1H started flying from [2070.48,8910.41] to [11134.7,7313.11] NOW!(TIME:424||LT:HeliCrash)"
 7:15:25 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Anarior) REMOTE,"Anarior Terrain Low"]"
 7:16:19 "TIME SYNC: Local Time set to [2013,8,3,14,16]"
 7:19:58 "0 Active ground units"
 7:19:58 "0 Active emplacement units"
 7:19:58 "0 Active chopper patrol units (Crew)"
 7:19:58 "0 Active vehicle patrol units (Crew)"
 7:20:03 "RUNNING EVENT: Supplyitems on [2014,8,21,14,20]"
 7:20:03 "Event already running"
 7:21:19 "TIME SYNC: Local Time set to [2013,8,3,14,21]"
 7:22:34 "CRASHSPAWNER: UH-1H just exploded at [11289.5,7190.39,1.15912]!"
 7:22:34 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret
 7:22:34 UH1Wreck_DZ: MainGun - unknown animation source mainGun
 7:22:34 UH1Wreck_DZ: Gatling - unknown animation source Gatling
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11292,7186.68,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11282.6,7191.91,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11289.6,7180.32,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11296.6,7197.66,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11284.2,7188.51,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11293.7,7195.27,0]' with loot table 'HeliCrash'"
 7:22:34 "CRASHSPAWNER: Loot spawn at '[11294,7192.98,0]' with loot table 'HeliCrash'"
 7:22:35 "CRASHSPAWNER: Loot spawn at '[11294.5,7188.62,0]' with loot table 'HeliCrash'"
 7:22:35 "CRASHSPAWNER: Loot spawn at '[11290.4,7182.54,0]' with loot table 'HeliCrash'"
 7:22:35 "CRASHSPAWNER: Loot spawn at '[11283.1,7199.63,0]' with loot table 'HeliCrash'"

 7:22:35 "CRASHSPAWNER: Crash completed! Wreck at: [11289.5,7190.39,0] - Runtime: 452 Seconds || Distance from calculated POC: 201 meters"

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Check your client.rpt (usually C:\Users\(USERNAME)\AppData\Local\ArmA 2 OA\ArmA2OA.rpt) file and post it here.

 

Looks like you might have skipped the humanitymorph.sqf file. Are you sure you've done that one right?

 

Also i'd like to see your server rpt aswell cause it'll have the errors (if any) generated by server_playerSync.sqf

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Well that didn't fix it. 

 

I did the same as before, killed myself, took clothing from old body, switched clothing, consumed some items and ran a distance and then relogged. I logged back in with inventory wiped again but this time in the same space as the now dead character I had just logged out of.

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