I have just uninstalled the Plot Pole for life mod and removed all of it's files. I have updated my compiles so that it's executing all of the default files inside of the dayz folders. It now looks like this;
/*
FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {
"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\dayz_spaceInterrupt.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
player_removeTankTrap = {
//Object Array, Range, Error Message (@Skaronator)
[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
};
player_removeNet = {
[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
};
player_login = {
private ["_unit","_detail"];
_unit = _this select 0;
_detail = _this select 1;
if(_unit == getPlayerUID player) then {
player setVariable["publish",_detail];
};
};
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour
pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";
// helper functions
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
// combination of check && remove items
player_checkAndRemoveItems = {
private ["_items","_b"];
_items = _this;
_b = _items call player_checkItems;
if (_b) then {
_b = _items call player_removeItems;
};
_b
};
dayz_HungerThirst = {
dayz_hunger = dayz_hunger + (_this select 0);
dayz_thirst = dayz_thirst + (_this select 1);
};
epoch_totalCurrency = {
// total currency
_total_currency = 0;
{
_part = (configFile >> "CfgMagazines" >> _x);
_worth = (_part >> "worth");
if isNumber (_worth) then {
_total_currency = _total_currency + getNumber(_worth);
};
} count (magazines player);
_total_currency
};
epoch_itemCost = {
_trade_total = 0;
{
_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);
if (isClass (_part_in_configClass)) then {
_part_inWorth = (_part_in_configClass >> "worth");
if isNumber (_part_inWorth) then {
_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
};
};
} count _this;
//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
_trade_total
};
epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
// usage [["partinclassname",4]] call epoch_returnChange;
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
// diag_log ("VAL: " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
ui_initDisplay = {
private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;
_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};
dayz_losCheck = {
private["_target","_agent","_cantSee"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;
_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];
if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
};
};
};
_cantSee
};
dayz_equipCheck = {
private ["_empty", "_needed","_diff","_success"];
_config = _this;
_empty = [player] call BIS_fnc_invSlotsEmpty;
_needed = [_config] call BIS_fnc_invSlotType;
_diff = [_empty,_needed] call BIS_fnc_vectorDiff;
_success = true;
{
if (_x > 0) then {_success = false};
} count _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};
vehicle_gear_count = {
private["_counter"];
_counter = 0;
{
_counter = _counter + _x;
} count _this;
_counter
};
player_tagFriendlyMsg = {
if(player == (_this select 0)) then {
cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
};
};
player_serverModelChange = {
private["_object","_model"];
_object = _this select 0;
_model = _this select 1;
if (_object == player) then {
_model call player_switchModel;
};
};
player_guiControlFlash = {
private["_control"];
_control = _this;
if (ctrlShown _control) then {
_control ctrlShow false;
} else {
_control ctrlShow true;
};
};
gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
_dialog
};
gear_ui_offMenu = {
private["_control","_parent","_menu"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
dze_surrender_off = {
player setVariable ["DZE_Surrendered", false, true];
DZE_Surrender = false;
};
gear_ui_init = {
private["_control","_parent","_menu","_dspl","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
_vdir = (_vval select 0) atan2 (_vval select 1);
if (_vdir < 0) then {_vdir = 360 + _vdir};
_vdir
};
DZE_getModelName = {
_objInfo = toArray(str(_this));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} count _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName set [(count _objName), (_objInfo select _k)];
};
_objName = toLower(toString(_objName));
_objName
};
dze_isnearest_player = {
private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
if(!isNull _this) then {
_nearPlayers = _this nearEntities ["CAManBase", 12];
_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
_notClosest = false;
if (_playerNear) then {
// check if another player is closer
_playerDistance = player distance _this;
{
if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
} count _nearPlayers;
};
} else {
_notClosest = false;
};
_notClosest
};
// trader menu code
if (DZE_ConfigTrader) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
}else{
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
};
// recent murders menu code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
//This is still needed but the fsm should terminate if any errors pop up.
[] spawn {
private["_timeOut","_display","_control1","_control2"];
disableSerialization;
_timeOut = 0;
dayz_loadScreenMsg = "";
diag_log "DEBUG: loadscreen guard started.";
_display = uiNameSpace getVariable "BIS_loadingScreen";
if (!isNil "_display") then {
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
if (!isNil "dayz_DisplayGenderSelect") then {
waitUntil {!dayz_DisplayGenderSelect};
};
// 120 sec timeout (12000 * 0.01)
while { _timeOut < 12000 } do {
if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
if (!isNil "_display") then {
if ( isNull _display ) then {
waitUntil { !dialog; };
startLoadingScreen ["","RscDisplayLoadCustom"];
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
if ( dayz_loadScreenMsg != "" ) then {
_control1 ctrlSetText dayz_loadScreenMsg;
dayz_loadScreenMsg = "";
};
_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
};
_timeOut = _timeOut + 1;
if (_timeOut >= 12000) then {
1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
sleep 10;
endLoadingScreen;
endMission "END1";
};
sleep 0.01;
};
};
dayz_meleeMagazineCheck = {
private["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};
dayz_originalPlayer = player;
progressLoadingScreen 0.8;
};
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage
// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
/*Build Snapping calls*/
player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf";
player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf";
snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf";
FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
private "_pos";
_thingy = _this select 0;
_pos = getPosASL _thingy;
if (surfaceIsWater _pos) then {
_thingy setPosASL _pos;
} else {
_thingy setPosATL (ASLToATL _pos);
};
};
FNC_GetPos = {
private "_pos";
if (isNil {_this select 0}) exitWith {[0,0,0]};
_thingy = _this select 0;
_pos = getPosASL _thingy;
if !(surfaceIsWater _pos) then {
_pos = ASLToATL _pos;
};
_pos
};
local_setFuel = {
private["_qty","_vehicle"];
_vehicle = _this select 0;
_qty = _this select 1;
_vehicle setFuel _qty;
};
zombie_initialize = {
private ["_unit","_position"];
_unit = _this select 0;
if (isServer) then {
_unit addEventHandler ["local", {_this call zombie_findOwner}];
};
_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
};
dayz_EjectPlayer = {
// check if player in vehicle
private ["_noDriver","_vehicle","_inVehicle"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} count USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};
if (!isDedicated) then {
player_death = compile preprocessFileLineNumbers "Recover_Skin\player_death.sqf"; // RECOVER SKIN CALL
};
initialized = true;
I have now disabled plot poles by using the following code inside of my init.sqf file in my mission file, this works and players no longer need to place plot poles to build.
DZE_requireplot = 0;
The issue I am having is that on server restart any objects that a player places down disappears, along with plot poles that are placed down to protect their base from others building there. Safes stay there however the player can't enter their pass code and unlock the safe, leaving players unable to access/use it.
When I first created my server this all worked fine, but after installing the plot pole for life mod(s) I am now having alot of problems with objects and safes, I have uninstalled it correctly and everything should be in check. Does anyone know which files I should check and how I can possibly resolve this? Thank you.
Here is my RPT Log;
=====================================================================
== D:\TCAFiles\Users\MathewP\26644\arma2oaserver.exe
== ARMA2OASERVER.exe -name=VilayerDayZEpoch -mod=@DayzOverwatch;@DayZ_Epoch;@DayZEpochServer -config=vilayer_active_server_152036\26644_config.cfg -cfg=vilayer_active_server_152036\basic.cfg -profiles=vilayer_active_server_152036 -ip=188.227.161.205 -port=2402 -malloc=tbbmalloc_vi -exThreads=0
=====================================================================
Exe timestamp: 2014/07/15 21:20:21
Current time: 2014/07/28 23:51:12
Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
<English>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
<Italian>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
<Spanish>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
<French>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
<Czech>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
<Russian>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
<Polish>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
<Hungarian>From world.guns.ru: <'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
</Key>
<Key ID="STR_VIL_AKS74UB_BS1_SHORT">
<German>Compact assault rifle with silenced grenade launcher<'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:15 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:16 Server error: Player without identity Piotr (id 611550801)
23:53:19 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
23:53:24 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
23:53:24 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
23:53:24 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
23:53:24 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
23:53:30 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
23:53:30 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
23:53:30 SetFace error: class CfgFaces.man.SecretFace_W not found
23:53:30 Error: Error during SetFace - class CfgFaces.man.SecretFace_W not found
23:53:30 SetFace error: class CfgFaces.man.SecretFace_W not found
23:53:30 Error: Error during SetFace - class CfgFaces.man.SecretFace_W not found
23:53:31 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
23:53:31 "DayZ Epoch: MPframework inited"
23:53:31 "infiSTAR.de - Waiting for bis_fnc_init..."
23:53:32 "infiSTAR.de - bis_fnc_init done - AntiHack STARTING...!"
23:53:32 Warning Message: Script low_admins.sqf not found
23:53:32 Warning Message: Script normal_admins.sqf not found
23:53:32 Warning Message: Script super_admins.sqf not found
23:53:32 Warning Message: Script blacklist.sqf not found
23:53:32 "infiSTAR.de - iproductVersion: 19072014IAHAT332E | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: dayz_epoch_11"
23:53:32 "infiSTAR.de - _fnc_RandomGen: {
_arr = ["V","c","Y","O","4","t","F","t","4","o","z","K","C","B","0","g","M","A","u","M","o","N","4","P","5","k","9","2","I","g"];
_gen = "PV_";
for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
_gen
}"
23:53:32 "infiSTAR.de - _randvar1: PV_N0BBM0C"
23:53:32 "infiSTAR.de - _randvar2: PV_44P4CAO"
23:53:32 "infiSTAR.de - _randvar3: PV_gOo9gYk"
23:53:32 "infiSTAR.de - _randvar4: PV_oBKFP0Y"
23:53:32 "infiSTAR.de - _randvar5: PV_zF4Y4VM"
23:53:32 "infiSTAR.de - _randvar6: PV_uFoIMcM"
23:53:32 "infiSTAR.de - _randvar13: PV_ugcB05g"
23:53:32 "infiSTAR.de - _randvar19: PV_C9Yo4t4"
23:53:32 "infiSTAR.de - _randvar26: PV_Cg9gtBg"
23:53:32 "infiSTAR.de - _randvar27: PV_cK4t4gk"
23:53:32 "infiSTAR.de - _randvar27a: PV_uco045o"
23:53:32 "infiSTAR.de - _randvar28: PV_YzOK5ou"
23:53:32 "infiSTAR.de - infiSTAR_DLL_PATH: "
23:53:32 "infiSTAR.de - AntiHack LOADED!"
23:53:32 "infiSTAR.de - CREATING AdminMenu"
23:53:32 "infiSTAR.de - ADDING PublicVariableEventHandlers"
23:53:32 "infiSTAR.de - AntiHack FULLY LOADED"
23:53:33 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:33 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
23:53:41 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret
23:53:41 UH1Wreck_DZ: MainGun - unknown animation source mainGun
23:53:41 UH1Wreck_DZ: Gatling - unknown animation source Gatling
23:53:42 Cannot create non-ai vehicle Land_SS_ hangar,
23:53:42 Cannot create non-ai vehicle Land_SS_ hangar,
23:53:42 "infiSTAR.de PlayerConnected: _uid: 76561198115990538 _name: Piotr"
23:53:42 "infiSTAR.de - Player-Log: Piotr(76561198115990538) - 0h 00min"
23:53:43 "infiSTAR.de PlayerConnected: _uid: _name: __SERVER__"
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:43 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:44 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
23:53:45 BIKE: loading version 2.5.1 ...
23:53:45 BIKE: adding bike to safe vehicle list...
23:53:45 "Res3tting B!S effects..."
23:53:45 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:45 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:45 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:45 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:46 Error in expression <setMarkerColor "ColorOrange";
marker1 = _KamenkaMine;
_marker2 = createMarker [>
23:53:46 Error position: <_KamenkaMine;
_marker2 = createMarker [>
23:53:46 Error Undefined variable in expression: _kamenkamine
23:53:46 File mpmissions\__cur_mp.Chernarus\custom\custom_markers.sqf, line 5
23:53:46 No speaker given for Christian Jones
23:53:46 Warning Message: No entry 'bin\config.bin/CfgMagazines.FoodCanDerpy'.
23:53:46 Warning Message: No entry '.picture'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.scope'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: Error: creating magazine FoodCanDerpy with scope=private
23:53:46 Warning Message: No entry '.displayName'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.displayNameShort'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.nameSound'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.Library'.
23:53:46 Warning Message: No entry '.libTextDesc'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.type'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.count'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.maxLeadSpeed'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.initSpeed'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.reloadAction'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.modelSpecial'.
23:53:46 Warning Message: '/' is not a value
23:53:46 Warning Message: No entry '.ammo'.
23:53:46 Warning Message: '/' is not a value
23:53:47 "HIVE: Starting"
23:53:47 "HIVE: trying to get objects"
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:53:47 Cannot create non-ai vehicle Land_SS_ hangaar,
23:53:47 "HIVE: found 324 objects"
23:53:47 "HIVE: Commence Object Streaming..."
23:53:51 "HIVE: got 10 Epoch Objects and 314 Vehicles"
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:57 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
23:53:59 Warning Message: Animation source TakeWeapon_hide not found in bin\config.bin/CfgVehicles/MAP_Gunrack2/
23:53:59 ca\misc\sphere2.p3d: No geometry and no visual shape
23:53:59 ca\misc\sphere2.p3d: No geometry and no visual shape
23:53:59 ca\misc\sphere2.p3d: No geometry and no visual shape
23:53:59 ca\misc\sphere2.p3d: No geometry and no visual shape
23:54:00 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:54:00 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:54:00 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:54:00 ca\misc\pallets_column.p3d: No geometry and no visual shape
23:54:01 Warning Message: Animation source TakeWeapon_hide not found in bin\config.bin/CfgVehicles/MAP_Gunrack1/
23:54:02 "[denmark Pack] Skalisty Island loaded"
23:54:03 Error in expression <73 = objNull;
if (true) then
{
_this = _group_1 createUnit ["frb_stealth_tl", [>
23:54:03 Error position: <_group_1 createUnit ["frb_stealth_tl", [>
23:54:03 Error setdir: Undefined variable in expression: _group_1
23:54:03 File z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf, line 1848
23:54:04 Error in expression <01.nul = [this,5,time,false,false] spawn BI>
23:54:04 Error position: <nul = [this,5,time,false,false] spawn BI>
23:54:04 Error Missing ;
23:54:04 Error in expression <01.nul = [this,5,time,false,false] spawn BI>
23:54:04 Error position: <nul = [this,5,time,false,false] spawn BI>
23:54:04 Error Missing ;
23:54:09 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
23:54:09 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
23:54:11 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
23:54:11 UH1Y_DZE: ObsGun - unknown animation source ObsGun
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
23:54:12 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
23:54:14 "HIVE: Vehicle Spawn limit reached!"
23:54:14 "HIVE: Spawning # of Debris: 500"
23:54:14 "HIVE: Spawning # of Ammo Boxes: 3"
23:54:14 "HIVE: Spawning # of Veins: 50"
23:54:14 "Total Number of spawn locations 6"
23:54:14 "EPOCH EVENTS INIT"
23:54:20 "DEBUG: Too many at [4086.9,10787.3]"
23:54:22 "DEBUG: Too many at [4586.35,2536.59]"
23:54:25 "DEBUG VEIN: Too many objects at [4180.51,11774.3]"
23:54:36 "WAI: AI Config File Loaded"
23:54:38 Server: Object 3:18 not found (message 70)
23:54:38 SetFace error: class CfgFaces.Man.SecretFace_W not found
23:54:38 Error: Error during SetFace - class CfgFaces.Man.SecretFace_W not found
23:54:38 "TIME SYNC: Local Time set to [2013,8,3,22,54]"
23:54:42 "WAI: AI Monitor Started"
23:54:47 Strange convex component01 in rh_m14\rh_m1saim.p3d:geometry
23:54:47 Strange convex component07 in rh_m14\rh_m1saim.p3d:geometry
23:54:47 Strange convex component12 in rh_m14\rh_m1saim.p3d:geometry
23:54:49 "infiSTAR.de Log: Piotr(76561198115990538) - Left SafeZone @046055"
23:54:59 "WAI: Mission Config File Loaded"
23:55:05 "WAI: Starting AI Missions Moniter"
23:55:33 "[DZMS]: Starting DayZ Mission System."
23:55:33 "[DZMS]: WickedAI Found! Using WickedAI's Relations!"
23:55:33 "[DZMS]: Mission and Extended Configuration Loaded!"
23:55:33 "[DZMS]: chernarus Detected. Map Specific Settings Adjusted!"
23:55:33 "[DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!"
23:55:33 "[DZMS]: Mission Functions Script Loaded!"
23:55:39 "[DZMS]: Major Mission Clock Starting!"
23:55:39 "[DZMS]: Minor Mission Clock Starting!"
23:55:43 "[DZMS]: Mission Marker Loop for JIPs Starting!"
23:55:45 "WAI: Spawned a group of 4 Bandits at [6556.06,14200.9,0.00152588]"
23:55:46 "WAI: Spawned a group of 2 Bandits at [6587.41,14184.3,0.00149536]"
23:55:46 "WAI: Spawned a group of 2 Bandits at [6594.51,14225.3,0.00140381]"
23:55:47 "WAI: Spawned a group of 10 Bandits at [6612.52,14203.3,0.00158691]"
23:55:48 "WAI: Spawned a group of 3 Bandits at [6683.66,14206.3,0.00158691]"
23:55:48 "WAI: Spawned a group of 1 Bandits at [6722.66,14206.9,0.000549316]"
23:55:50 "WAI: Spawned a group of 6 Bandits at [6633.98,14179,0.00149536]"
23:55:51 "WAI: Spawned a group of 4 Bandits at [6518.82,14290.6,0.00131226]"
23:55:51 "WAI: Spawned a group of 2 Bandits at [6615.67,14324.3,0.00158691]"
23:55:51 "WAI: Spawned a group of 3 Bandits at [6656.63,14295.8,0.00146484]"
23:55:52 "WAI: Spawned a group of 3 Bandits at [6684.53,14274.9,0.00149536]"
23:55:52 "WAI: Spawned a group of 4 Bandits at [6789.46,14218.1,0.00161743]"
23:55:54 "WAI: Spawned a group of 4 Bandits at [6744.1,14134.6,0.00131226]"
23:55:55 "WAI: Spawned a group of 5 Bandits at [6638.74,14184.7,0.00134277]"
23:55:56 "WAI: Spawned a group of 4 Bandits at [6475.72,14296.8,0.00125122]"
23:55:56 "WAI: Spawned a group of 4 Bandits at [8119.71,13652.1,0.00131226]"
23:55:56 "WAI: Spawned a group of 3 Bandits at [8102.91,13691.5,0.00140381]"
23:55:57 "WAI: Spawned a group of 4 Bandits at [8071.35,13701.5,0.00140381]"
23:55:58 "WAI: Spawned a group of 3 Bandits at [8069.46,13646.5,0.00161743]"
23:55:58 "WAI: Spawned a group of 4 Bandits at [8115.09,13601.2,0.00137329]"
23:55:59 "WAI: Spawned a group of 5 Bandits at [8083.08,13561.1,0.0015564]"
23:55:59 "WAI: Spawned a group of 3 Bandits at [8089.04,13500,0.00137329]"
23:55:59 "WAI: Spawned a group of 3 Bandits at [8114.57,13477.7,0.00143433]"
23:56:00 "WAI: Spawned a group of 2 Bandits at [8078.85,13472.7,0.00128174]"
23:56:00 "WAI: Spawned a group of 2 Bandits at [8078.85,13472.7,0.00128174]"
23:56:01 "WAI: Spawned a group of 2 Bandits at [8050.68,13521.7,0.00125122]"
23:56:01 "WAI: Spawned a group of 4 Bandits at [8034.15,13598.6,0.0012207]"
23:56:02 "WAI: Spawned a group of 6 Bandits at [7981.1,13669.4,0.00152588]"
23:56:02 "WAI: Spawned a group of 2 Bandits at [7972.16,13595.4,0.00115967]"
23:56:02 "WAI: Sapwned in 1 M2StaticMG"
23:56:02 "WAI: Sapwned in 1 M2StaticMG"
23:56:03 "WAI: Sapwned in 1 M2StaticMG"
23:56:03 "WAI: Paradrop Waiting for player"
23:56:03 "WAI: Paradrop Waiting for player"
23:56:08 "WAI: Starting Mission Ural"
23:56:08 "WAI: Ural Attack Mission Started At [4992.36,4396.18]"
23:56:08 "WAI: Spawned a group of 4 Bandits at [4992.36,4396.18,0]"
23:56:08 "WAI: Spawned a group of 4 Bandits at [4992.36,4396.18,0]"
23:56:09 "WAI: Spawned a group of 4 Bandits at [4992.36,4396.18,0]"
23:56:09 "WAI: Sapwned in 2 M2StaticMG"
23:56:51 "116 Active ground units"
23:56:51 "5 Active emplacement units"
23:56:51 "12 Active chopper patrol units (Crew)"
23:56:51 "8 Active vehicle patrol units (Crew)"
23:57:44 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
0:00:07 "RUNNING EVENT: crash_spawner on [2014,7,28,23,0]"
0:00:24 "[DZMS]: Running Minor Mission SM12."
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
0:00:27 Error in expression <[(_x select 0),(_x select 1)]
} forEach _aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error position: <_aicskill;
_unit addEventHandler ["Kil>
0:00:27 Error Undefined variable in expression: _aicskill
0:00:27 File z\addons\dayz_server\EMS\Scripts\DZMSAISpawn.sqf, line 95
Everything inside of my server_functions.sqf file seems fine too and is pointing to the default directories, i'm puzzled and can't figure out what the problem is here...
Question
Link
I have just uninstalled the Plot Pole for life mod and removed all of it's files. I have updated my compiles so that it's executing all of the default files inside of the dayz folders. It now looks like this;
I have now disabled plot poles by using the following code inside of my init.sqf file in my mission file, this works and players no longer need to place plot poles to build.
The issue I am having is that on server restart any objects that a player places down disappears, along with plot poles that are placed down to protect their base from others building there. Safes stay there however the player can't enter their pass code and unlock the safe, leaving players unable to access/use it.
When I first created my server this all worked fine, but after installing the plot pole for life mod(s) I am now having alot of problems with objects and safes, I have uninstalled it correctly and everything should be in check. Does anyone know which files I should check and how I can possibly resolve this? Thank you.
Here is my RPT Log;
Everything inside of my server_functions.sqf file seems fine too and is pointing to the default directories, i'm puzzled and can't figure out what the problem is here...
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