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[Release] Wicked AI 2.2.0


f3cuk

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Does anyone know how to redo heli_para to have a heli drop off as well, I'd love to have helicopters come in, land and actually drop troops off then patrol rather than them parachuting, seems much more realistic. I understand it'd have to have some feature to place a H at the location you pick for the drop off.

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Thanks for the answer!

I have not tested it but I believe this line:

diag_log format ["WAI: [Mission:[Hero] Bandit Base]: Starting... %1",_position];

is only used in the console/rpt.

 

I experimented with changing this line though:

from

_mission = [_position,"Hard","Bandit Base","MainHero",true] call mission_init;

to

_mission = [_position,"Hard","MY CUSTOM NAME","MainHero",true] call mission_init;

for hero missions only.

 

This resulted in no hero missions spawning, only the un-edited banditmissions.

 

I really don't get it. Please help!

On my edited ikea convoy mission, I have it here: _mission = [_position,"Hard","Stolen Ikea truck","MainBandit",true] call mission_init;

Also, I have it here: diag_log format ["WAI: [Mission:[bandit] Stolen Ikea truck]: Ended at %1",_position]; <--Don't know if it needs to be here or not but it is and "Stolen Ikea Truck" is what it says on the map.

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Hi,

How can i disable hero and special missions?

Or can i change the humanity loss to gain or something?

 

Thanks in advance,

Caliber

To set the amount of humanity, open your config.sqf for wai and find this:

        ai_kills_gain                = true;            // add kill to bandit/human kill score

        ai_humanity_gain            = true;            // gain humanity for killing AI

        ai_add_humanity                = 50;            // amount of humanity gained for killing a bandit AI

        ai_remove_humanity            = 150;            // amount of humanity lost for killing a hero AI

        ai_special_humanity            = 150;            // amount of humanity gain or loss for killing a special AI dependant on player alignment

Not sure if you can use negative numbers (ai_remove_humanity            = -150;) here or not, you would just have to try and see.

 

The special mission are disabled by default and I'd imagine you disable the other missions the same way, by commenting them out.

 

Make this:

        wai_bandit_missions            = [

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

                                    ];

 

Like this:

       

/*

wai_bandit_missions            = [

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

                                    ];        

*/

Or like this:

        wai_bandit_missions            = [

/*

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

*/

                                    ];

I also remember someone posting a few pages back that you can move all the hero missions into the bandit folder or something like that.

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Hey guys. I am having some trouble editing the WAI files. Everything works fine with Default stuff.

 

But once i try to edit the AI's accuracy the server wont spawn the missions( after waiting around 5 hours)

 

This is what i would do

ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium

 

And i would change it to

 

ai_skill_medium = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.40],["spotTime",0.30],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium

 

What am i missing?

do i need to put in some code to "allow" my changes?

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Got an interesting problem, I have several heli_para spawns defined both in missions and static around the map, this is to keep the amount of AI on the map at any one time reduced and only bring them in when someone is actually there to trigger them.

 

I've set the choppers to drop like 4-6 guys depending on the chopper size and where it is. I've tested them all out and they are dropping off the correct amount of troops but extra troops of the same type seem to also spawn right down at the bottom left of the map.

 

For example I triggered a UH1H TK to drop off 4 soldiers via para spawn, I watched it come in, drop off the 4 soldiers and continue on it's merry way, but at the same time, 2 AI appeared at the bottom left of the map in the water (screenshots linked). As I went around and triggered more heli_para spawns within missions and at static locations the number of AI down the bottom left increased yet the amount of troops being dropped off was correct compared to what was set in the static and missions. I can't work out where the hell these extra AI are coming from.

 

default.sqf -

 

 

if(isServer) then {
 
 
//Custom Spawns file//
/*
Custom group spawns Eg.
*/
// Unbeswingbar
[[5062.87,4458.6,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Unbeswingbar 2
[[5063.87,4458.6,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","aa"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
 
// Milan
[[10097,7788,0], //position
3,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Milan 2
[[10196,7398,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","aa"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Exodus
[[15084,16300,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Exodus 2
[[15074,16300,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","aa"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Suhrenfeld
[[16299,18490,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// Suhrenfeld 2
[[16595,18241,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","aa"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// US Military Medivac Base 1
[[17080.2,9796.18,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// US Military Medivac Base 2
[[17297.9,10068.6,0], //position
3,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","aa"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
// US Military Medivac Base 3
[[16848.7,9533.25,0], //position
2,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
["Random","at"],      //Primary gun set number. "Random" for random weapon set.
4,  //Number of magazines
"Random",  //Backpack "" for random or classname here.
"Bandit2_DZ",   //Skin "" for random or classname here.
"Random",                  //Gearset number. "Random" for random gear set.
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
 
/*
// Goats
[[10095,3825,0], //position
5,  //Number Of units
"medium",      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"unarmed",      //Primary gun set number. "Random" for random weapon set.
0,  //Number of magazines
"",  //Backpack "" for random or classname here.
"Goat",   //Skin "" for random or classname here.
"",                  //Gearset number. "Random" for random gear set.
["Bandit",0] // AI Type, "Hero" or "Bandit".
] call spawn_group;
 
Custom static weapon spawns Eg. (with one position)
 
[[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",  //Skin "" for random or classname here.
1,  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,  //Number of magazines. (not needed if ai_static_useweapon = False)
"",  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;
 
Custom static weapon spawns Eg. (with mutiple positions)
 
[[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple).
"M2StaticMG",             //Classname of turret
0.5,  //Skill level 0-1. Has no effect if using custom skills
"Bandit2_DZ",  //Skin "" for random or classname here. 
1,  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False)
2,  //Number of magazines. (not needed if ai_static_useweapon = False)
"",  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False)
"Random"  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False)
] call spawn_static;
 
Place your custom static weapon spawns below
*/
 
/*
Custom Chopper Patrol spawn Eg.
 
[[5000,5000,0],    //Position to patrol
[100,100,50],             // Position to spawn chopper at
4000, //Radius of patrol
10,                     //Number of waypoints to give
"UH1H_DZ",        //Classname of vehicle (make sure it has driver and two gunners)
1 //Skill level of units 
] spawn heli_patrol;
 
Place your heli patrols below
*/
// Unbezwingbar
[[5062.87,4458.6,80],    //Position to patrol
[5062.87,4458.6,80],             // Position to spawn chopper at
300, //Radius of patrol
5,                     //Number of waypoints to give
"UH1H_TK_EP1",        //Classname of vehicle (make sure it has driver and two gunners)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // Type
] spawn heli_patrol;
 
// Exodus
[[14538,16862,80],    //Position to patrol
[14538,16862,80],             // Position to spawn chopper at
300, //Radius of patrol
5,                     //Number of waypoints to give
"UH1H_TK_EP1",        //Classname of vehicle (make sure it has driver and two gunners)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit"
] spawn heli_patrol;
 
// Suhrenfeld
[[16445,18371,80],    //Position to patrol
[16445,18371,80],             // Position to spawn chopper at
300, //Radius of patrol
5,                     //Number of waypoints to give
"Mi17_TK_EP1",        //Classname of vehicle (make sure it has driver and two gunners)
"medium", //Skill level of units
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
 
/* 
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
 
[[725.391,4526.06,0],   //Position to patrol
[725.391,4526.06,0], // Position to spawn at
200, //Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_Armored", //Classname of vehicle (make sure it has driver and gunner)
1 //Skill level of units 
] spawn vehicle_patrol;
 
Place your vehicle patrols below this line
*/
// Unbezwingbar
[[4855,4554,80],   //Position to patrol
[4032,4361,80], // Position to spawn at
400, //Radius of patrol
10,                     //Number of waypoints to give
"BMP2_HQ_INS", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// Exodus
[[14538,16862,0],   //Position to patrol
[14146,17146,0], // Position to spawn at
400, //Radius of patrol
10,                     //Number of waypoints to give
"BMP2_HQ_INS", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// Suhrenfeld
[[16423,18424,0],   //Position to patrol
[16412,18424,0], // Position to spawn at
200, //Radius of patrol
10,                     //Number of waypoints to give
"ZSU_TK_EP1", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// US Military Medivac Base Hummer Armored
[[17098.2,9936.47,0],   //Position to patrol
[17098.2,9936.47,0], // Position to spawn at
200, //Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_Armored", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// US Military Medivac Base Hummer TOW
[[17078.2,9916.47,0],   //Position to patrol
[17078.2,9916.47,0], // Position to spawn at
200, //Radius of patrol
10,                     //Number of waypoints to give
"HMMWV_TOW", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// US Military M1128
[[16899,9763,0],   //Position to patrol
[16899,9763,0], // Position to spawn at
200, //Radius of patrol
5,                     //Number of waypoints to give
"M1128_MGS_EP1", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
// US Military M1128
[[16879,9763,0],   //Position to patrol
[16879,9763,0], // Position to spawn at
200, //Radius of patrol
5,                     //Number of waypoints to give
"M113_UN_EP1", //Classname of vehicle (make sure it has driver and gunner)
"medium", //Skill level of units 
"Bandit2_DZ", //Skin
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
 
 
/*
Paradropped unit custom spawn Eg.
 
[[911.21545,4532.7612,2.6292224],  //Position that units will be dropped by
[0,0,0],                           //Starting position of the heli
400,                               //Radius from drop position a player has to be to spawn chopper
"UH1H_DZ",                         //Classname of chopper (Make sure it has 2 gunner seats!)
5,                                 //Number of units to be para dropped
1,                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
Place your paradrop spawns under this line
*/
 
// Unbezwingbar
[[5148,4463.6,0], //Position that units will be dropped by
[4842,380,80],                  //Starting position of the heli
80,                                //Radius from drop position a player has to be to spawn chopper
"UH1H_TK_EP1",                     //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
 
// Unbezwingbar 2
[[5062.87,4458.6,80], //Position that units will be dropped by
[4852,497,80],                           //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"Ka60_PMC",                  //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// Exodus
[[14447,16789,0], //Position that units will be dropped by
[14536,20285,80],                  //Starting position of the heli
80,                                //Radius from drop position a player has to be to spawn chopper
"UH1H_TK_EP1",                     //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// Exodus
[[14305,16959,80], //Position that units will be dropped by
[14536,20285,80],                           //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"Ka60_PMC",                  //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// Suhrenfeld
[[16414,18322,0], //Position that units will be dropped by
[14736,20285,80],                  //Starting position of the heli
50,                                //Radius from drop position a player has to be to spawn chopper
"Mi17_TK_EP1",                     //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// Suhrenfeld
[[16317,18401,80], //Position that units will be dropped by
[14836,20285,80],                           //Starting position of the heli
20,                               //Radius from drop position a player has to be to spawn chopper
"Mi24_V",                  //Classname of chopper (Make sure it has 2 gunner seats!)
2,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// US Military Medivac Base 1
[[17083.7,9802.01,80], //Position that units will be dropped by
[20665.4,9305,80],                           //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"AH6J_EP1",                  //Classname of chopper (Make sure it has 2 gunner seats!)
0,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// US Military Medivac Base 2
[[17083.7,9802.01,80], //Position that units will be dropped by
[20565.4,9305,80],                           //Starting position of the heli
100,                               //Radius from drop position a player has to be to spawn chopper
"Ka60_PMC",                  //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// US Military Medivac Base 3
[[17083.7,9802.01,80], //Position that units will be dropped by
[20465.4,9305,80],                           //Starting position of the heli
200,                               //Radius from drop position a player has to be to spawn chopper
"AW159_lynx_BAF",                  //Classname of chopper (Make sure it has 2 gunner seats!)
6,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// US Military Medivac Base 4
[[17083.7,9802.01,80], //Position that units will be dropped by
[20165.4,9305,80],                           //Starting position of the heli
500,                               //Radius from drop position a player has to be to spawn chopper
"Mi17_UN_CDF_EP1",                  //Classname of chopper (Make sure it has 2 gunner seats!)
4,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
True                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
// US Military Medivac Base 5
[[17083.7,9802.01,100], //Position that units will be dropped by
[20165.4,9305,9999],                           //Starting position of the heli
30,                               //Radius from drop position a player has to be to spawn chopper
"AN2_DZ",                  //Classname of chopper (Make sure it has 2 gunner seats!)
8,                                 //Number of units to be para dropped
"medium",                                 //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
"Random",                          //Primary gun set number. "Random" for random weapon set.
4,                                 //Number of magazines
"Random",                                //Backpack "" for random or classname here.
"Bandit2_DZ",                      //Skin "" for random or classname here.
"Random",                          //Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
false                               //True: Heli will stay at position and fight. False: Heli will leave if not under fire. 
] spawn heli_para;
 
diag_log "WAI: Static mission loaded";
 
};
 

 
Screenshots:
 
 
 
Anyone else noticed this behaviour?

 

Same issue...

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I'm knocking up a separate static crate thing atm, it'll be pretty simple but easily customisable and not need WAI. Only catch is it'll be literally static, it'll spawn in at server start, be there until the server shuts down and will only get filled at server start, no triggers or anything, so you'll have to use WAI static to put AI around it if you want.

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Knocked it up, pretty self-explanatory really. I'm at work (yay night shift) so not tested yet.

 

Should be able to drop it in your custom folder and just use execvm to start it in your init.sqf

 

https://drive.google.com/file/d/0B00WZReZH_xMdmF5bkVXX2RURzA/view?usp=sharing

 

Let me know any bugs you come across please (maybe PM me directly so we don't hijack the thread :P )

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Hey guys! I am trying to script something for WAI to actually find intel that gives you the mission position.

 

This is how i see it.

 

- When a mission launch it finds 2 locations instead of one. (Location A for the mission. Location B for the intel)

 

- A small crate will be added to location B with a document in it. (the document object will be different for Bandit or Hero mission)

 

- A small group of AI will be placed at location B (4 to 5 AI)

 

- You will be able to right click / Read intel and the current mission marker will be displayed on map (only for the player)

 

- If you find a mission by yourself you can still do it. you do not need intel.

 

- You can keep intel documents for later missions (will be easyer to script that way)

 

- If you find theses document in loot, You can still use them for a mission.

 

- When you read the intel, the document dissapear.

 

- 5 minutes after the document is read, the marker will show up for everybody, with an error marge of 500 meters.

 

 

Why I think this will be a good addition :

 

- Players cannot avoid missions since they don't know where they are.

- Players will rush even more to the first part of the mission because only one player will have the advantage of knowing exactly where the mission will be.

 

 

I am noob at scripting and I'm not even sure if I'll be able to do it so if you have any tips on how to do some part of the scripting fell free to reply!

 

These are the addition in the mission scripts I think I need to add.

 

- make the mission find a B location

- Add unit and crate to B location (for each mission)

- Use the right click script to read the intel

- Make the intel document removable from inventory when you read it.

- Mess with the mission markers so that they update the right way. (locally for the player who read it, then for everyone after 5 minutes)

- Make the mission marker different for the local player who read it than the one everybody else will get. (exact location vs 500 off location)

 

I thinks this is it. I will keep you updated on my progress. If you have any ideas or help to share fell free to do it!

 

EDIT : this is what ive done so far

 

Change in each mission.sqf

 
if(isServer) then {
private ["_baserunover","_mission","_directions","_position","_positionb","_crate","_crate_type","_crate_intel","_num"];

// Get a safe position 80 meters from the nearest object
_position = [80] call find_position;
_positionb = [80] call find_position;

// Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init;
_mission = [_position,_positionb,"hard","Test Mission","MainHero",true] call mission_init;

diag_log format["WAI: Mission Test Mission started at %1",_position];

//Setup the crate
_crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"];
_crate_intel = createVehicle [_crate_type,[(_positionb select 0),(_positionb select 1),0],[],0,"CAN_COLLIDE"];

// Crate Spawn Example
// Parameters: 0: _crate
// 1: Max number of guns OR [MAX number of guns,gun_array]
// 2: Max number of tools OR [MAX number of tools,tool_array]
// 3: Max number of items OR [MAX number of items,item_array]
// 4: Max number of backpacks OR [MAX number of backpacks,backpack_array]
[_crate,15,[2,crate_tools_sniper],[2,crate_items_high_value],[3,crate_backpacks_large]] call dynamic_crate;
[_crate_intel,0,[0,crate_tools_sniper],[1,crate_items_high_value],[0,crate_backpacks_large]] call dynamic_crate;  //currently using high value tu put the intel document but I will create a new section for it!!

// Group Spawn Examples
// Parameters: 0: Position
// 1: Unit Count
// 2: Unit Skill ("easy","medium","hard","extreme" or "random")
// 3: Guns (gun or [gun,launcher])
// Guns options : (0 = ai_wep_assault, 1 = ai_wep_machine, 2 = ai_wep_sniper, "random" = random weapon, "Unarmed" = no weapon)
// Launcher options: (at = ai_wep_launchers_AT, aa = ai_wep_launchers_AA or "classname")
// 4: Magazine Count
// 5: Backpack ("random" or "classname")
// 6: Skin ("Hero","bandit","random","special" or "classname")
// 7: Gear (0:ai_gear0, 1:ai_gear1, 2:ai_gear2, 3:ai_gear3, 4:ai_gear4 or "random")
// 8: AI Type ("bandit","Hero","special" or ["type", #] format to overwrite default gain amount) ***Used to determine humanity gain or loss***
// 9: Mission variable from line 9 (_mission)
_num = round (random 3) + 4;
[[_positionb select 0, _positionb select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;  // Group of 4 spawning at position b
[[_position select 0, _position select 1, 0],_num,"extreme",["random","at"],4,"random","bandit","random",["bandit",150],_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"hard","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
[[_position select 0, _position select 1, 0],4,"random","random",4,"random","bandit","random","bandit",_mission] call spawn_group;

// Mission objective options and messages
[
[_mission,_crate], // mission variable (from line 9) and crate
["kill",70], // Mission objective type (["crate"], or ["kill",wai_kill_percent], or ["assassinate", _assassinate]) //so you can finish the mission without going to intel spot
[_baserunover], // buildings to cleanup after mission is complete, does not include the crate
"A Mission has spawned, hurry up to claim the loot!", // mission announcement
"The mission was complete/objective reached", // mission success
"The mission timed out and nobody was in the vicinity" // mission fail
] call mission_winorfail;

// End of mission
diag_log format["WAI: Mission bandit base ended at %1 ended",_position];

h_missionrunning = false;
};

 

 

mission_init.sqf

if(isServer) then {
	
	private ["_mines","_difficulty","_mission","_type","_color","_dot","_position","_positionb","_marker","_name"];

	_position 	= _this select 0;
	_positionb 	= _this select 1;
	_difficulty = _this select 2;
	_name		= _this select 3;
	_type		= _this select 4;
	_mines		= _this select 5;
	
	_mission 	= count wai_mission_data;
	
	if(debug_mode) then { diag_log("WAI: Starting Mission number " + str(_mission + 1)); };
	
	wai_mission_data = wai_mission_data + [[0,_type,[]]];

	if(wai_enable_minefield && _mines) then {
		call {
			if(_difficulty == "easy") 		exitWith {_mines = [_position,20,37,20] call minefield;};
			if(_difficulty == "medium") 	exitWith {_mines = [_position,35,52,50] call minefield;};
			if(_difficulty == "hard") 		exitWith {_mines = [_position,50,75,100] call minefield;};
			if(_difficulty == "extreme") 	exitWith {_mines = [_position,60,90,150] call minefield;};
		};
		wai_mission_data select _mission set [2, _mines];
	};
	
	_marker 	= "";
	_dot 		= "";
	_color		= "";
	
	call {
		if(_difficulty == "easy")		exitWith {_color = "ColorGreen"};
		if(_difficulty == "medium")		exitWith {_color = "ColorYellow"};
		if(_difficulty == "hard")		exitWith {_color = "ColorRed"};
		if(_difficulty == "extreme") 	exitWith {_color = "ColorBlack"};
		_color = _difficulty;
	};
	
	call {
		if(_type == "mainhero")		exitWith { _name = "[B] " + _name; };
		if(_type == "mainbandit")	exitWith { _name = "[H] " + _name; };
		if(_type == "special")		exitWith { _name = "[S] " + _name; };
	};

	[_position, _positionb, _color, _name, _mission] spawn {

        private["_position","_positionb","_color","_name","_running","_mission","_type","_marker","_dot"];

		_position	= _this select 0;
		_positionb	= _this select 1;
		_color 		= _this select 2;
		_name 		= _this select 3;
		_mission 	= _this select 4;
		_running 	= true;

//intel marker		
		while {_running} do {

			_type	= (wai_mission_data select _mission) select 1;
			
			_marker 		= createMarker [_type, _positionb];
			_marker 		setMarkerColor _color;
			_marker 		setMarkerShape "ELLIPSE";
			_marker 		setMarkerBrush "Solid";
			_marker 		setMarkerSize [200,200];
			_marker 		setMarkerText _name;

			_dot 			= createMarker [_type + "dot", _positionb];
			_dot 			setMarkerColor "ColorBlack";
			_dot 			setMarkerType "mil_dot";
			_dot 			setMarkerText _name;

			sleep 1;

			deleteMarker 	_marker;
			deleteMarker 	_dot;

			_running = (typeName (wai_mission_data select _mission) == "ARRAY");

		};
		
	if(debug_mode) then { diag_log("WAI: Mission Data: " + str(wai_mission_data)); };
	
	markerready = true;

	_mission
	
//normal marker
		while {_running} do {
			sleep 1800; //30 minutes sleep
			_type	= (wai_mission_data select _mission) select 1;
			
			_marker 		= createMarker [_type, _position];
			_marker 		setMarkerColor _color;
			_marker 		setMarkerShape "ELLIPSE";
			_marker 		setMarkerBrush "Solid";
			_marker 		setMarkerSize [300,300];
			_marker 		setMarkerText _name;

			_dot 			= createMarker [_type + "dot", _position];
			_dot 			setMarkerColor "ColorBlack";
			_dot 			setMarkerType "mil_dot";
			_dot 			setMarkerText _name;

			sleep 1;

			deleteMarker 	_marker;
			deleteMarker 	_dot;

			_running = (typeName (wai_mission_data select _mission) == "ARRAY");

		};
	};
};

 

And the one i'm really not sure about... find_position.sqf

if(isServer) then {
	
	private ["_i","_traders","_safepos","_validspot","_position"];

	waitUntil {markerready};

	if(use_blacklist) then {
		_safepos		= [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0,blacklist];
	} else {
		_safepos		= [getMarkerPos "center",0,9500,(_this select 0),0,0.5,0];
	};

	_validspot 	= false;
	_i 			= 1;

	while{!_validspot} do {

		_position 	= _safepos call BIS_fnc_findSafePos;
		_positionb 	= _safepos call BIS_fnc_findSafePos;
		_i 			= _i + 1;
		_validspot	= true;

		if (_position call inDebug) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Debug)");
		if (_positionb call inDebug) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Debug)");

		if(wai_near_water != 0) then {
			if ([_position,wai_near_water] call isNearWater) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Water)");
			if ([_positionb,wai_near_water] call isNearWater) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Water)");
		};

		if (isNil "infiSTAR_LoadStatus1" && wai_near_town != 0) then {
			if ([_position,wai_near_town] call isNearTown) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Town)");
			if ([_positionb,wai_near_town] call isNearTown) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Town)");
		}; // ELSE infoSTAR is enabled, need to find another method of finding near towns

		if(wai_near_road != 0) then {
			if ([_position,wai_near_road] call isNearRoad) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Road)");
			if ([_positionb,wai_near_road] call isNearRoad) then { _validspot = false; }; //diag_log("WAI: Invalid Position (Road)");
		};

		if (wai_avoid_missions) then {
			if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby mission markers: " + str(wai_mission_markers)); };
			{
				if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
				if (getMarkerColor _x != "" && (_positionb distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
			} count wai_mission_markers;
		};

		if (wai_avoid_traders) then {
			if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby trader markers: " + str(trader_markers)); };
			{
				if (getMarkerColor _x != "" && (_position distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
				if (getMarkerColor _x != "" && (_positionb distance (getMarkerPos _x) < wai_mission_spread)) exitWith { _validspot = false; };
			} count trader_markers;
		};

		if(_validspot) then {

			if(debug_mode) then { diag_log("Loop complete, valid position " +str(_position) + " in " + str(_i) + " attempts"); };
			if(debug_mode) then { diag_log("Loop complete, valid position " +str(_positionb) + " in " + str(_i) + " attempts"); };
	
		};

	};
	_position set [2, 0];
	_position
	_positionb set [2, 0];
	_positionb
};

 

* note that I'll try to make the mission marker show up for everyone after momething like 30 minutes. instead of having a time that wait for the intel to be acquired. Wich mean the advantage of taking the intel depends on how fast you are to get it. If you take 10 minutes, you have a 20 minutes advantage. if you take 25 minutes you only have a 5 minutes advantage.

 

Still need to

 

- create _crate_items_intel in the config file so the crate can spawn the document with 100% chances.

- put the intel documents in crates

- make the right click option to trigger a new sqf file with the original  mission_init.sqf code but only active for the player who did it.

- ...test and figure out what I did wrong/forgot

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Hello i need help with static mission,ground ai spawns correctly but M2 statics,vehicle patrols,heli patrols,heli para not working

my default config 

Open with notepad ++ for better view 

from RPT LOG

Error in expression <                addweapon _weapon;

for "_i" from 1 to _mags do {
_unit addMagazine _magazin>
Error position: <to _mags do {
_unit addMagazine _magazin>
Error to: Type String, expected Number
File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 126

Thanks for help!

Using wicked ai 2.1.4

default.txt

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Im not sure what up but I think its a bug with your script (I couldnt see anything wrong with it though) But ive been running this on our taviana server and is working perfectly to the point of when you are looting bodys there seems to be a weird pattern and its you get kicked while accessing there body (not even getting a chance to see there gear) but its always the ones with AKs its like the server or the script is separating them 

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Loving this update, running fine on Epoch Origins for me. Question though, and sorry if it's already been asked I don't have time yet to read the entire topic, Is there support for dynamic AI spawning like DZAI, or is it possible to static spawn both hero and bandit, and is it possible to get them to patrol an area?

I'd like to have a few groups of each spread out across the map that respawn every now and then, with hero's and bandits (for humanity requirements on my pvp server) and possibly have those units be hostile to each other.

Additionaly I'd like to setup a sector b type island, as well as a hero type island on the opposite side of the map.
 

I like dzai on my pve server but it doesn't allow for the hero ai.

 

 

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I've noticed over the past couple of days that after about 2 hours, missions will stop spawning. No errors are showing up in my rpt - but there are no missions either. Log attached in spoiler.

 

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


== C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 -beserver=C:\BattlEye\ -maxMem=2047 -noCB -cpuCount=2 -exThreads=1 "-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;"
=====================================================================
Exe timestamp: 2014/07/04 01:15:58
Current time:  2014/10/07 08:27:14

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/
 8:28:02 Mission DayZ_Epoch_24.Napf: Number of roles (100) is different from 'description.ext::Header::maxPlayer' (20)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:03 Server error: Player without identity SGT Rock (id 573427753)
 8:28:09 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:09 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 8:28:20 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 8:28:25 ca\misc\houpacka.p3d: house, config class missing
 8:28:25 ca\misc\houpacka.p3d: house, config class missing
 8:28:26 ca\misc\houpacka.p3d: house, config class missing
 8:28:32 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 8:28:32 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 8:28:32 "DayZ Epoch: MPframework inited"
 8:28:34 ca\misc\houpacka.p3d: house, config class missing
 8:28:38 ca\misc\houpacka.p3d: house, config class missing
 8:28:43 ca\misc\houpacka.p3d: house, config class missing
 8:28:43 ca\misc\houpacka.p3d: house, config class missing
 8:28:45 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 8:28:45 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 8:28:45 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 8:28:45 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 8:28:47 ca\misc3\wf\wf_depot.p3d: house, config class missing
 8:28:47 ca\misc3\wf\wf_depot.p3d: house, config class missing
 8:28:47 ca\misc3\wf\wf_depot.p3d: house, config class missing
 8:28:52 ca\misc\houpacka.p3d: house, config class missing
 8:28:52 ca\misc\houpacka.p3d: house, config class missing
 8:28:55 ca\misc\houpacka.p3d: house, config class missing
 8:28:55 ca\misc\houpacka.p3d: house, config class missing
 8:28:55 ca\misc\houpacka.p3d: house, config class missing
 8:28:55 ca\misc\houpacka.p3d: house, config class missing
 8:29:00 ca\misc\houpacka.p3d: house, config class missing
 8:29:02 ca\structures\house\housev\housev_2l_dam_ruins.p3d: house, config class missing
 8:29:04 "Res3tting B!S effects..."
 8:29:05 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 8:29:09 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
 8:29:09 "WAI: AI Config File Loaded"
 8:29:09 "WAI: AI Monitor Started"
 8:29:09 "HIVE: Starting"
 8:29:09 "HIVE: trying to get objects"
 8:29:09 "HIVE: found 756 objects"
 8:29:09 "HIVE: Commence Object Streaming..."
 8:29:11 "HIVE: got 123 Epoch Objects and 633 Vehicles"
 8:29:11 "WAI: Initialising missions"
 8:29:19 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 8:29:19 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 8:29:21 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 8:29:21 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 8:29:27 Cannot create non-ai vehicle BTR90HQ_DZ,
 8:30:34 "HIVE: Spawning # of Vehicles: 13"
 8:30:34 "HIVE: Spawning # of Debris: 500"
 8:30:34 "HIVE: Spawning # of Ammo Boxes: 3"
 8:30:34 "HIVE: Spawning # of Veins: 50"
 8:30:36 "DEBUG: Too many at [14275.6,11785.7]"
 8:30:36 "Total Number of spawn locations 11"
 8:30:37 "EPOCH EVENTS INIT"
 8:30:38 "DEBUG: Too many at [11860.3,10429.2]"
 8:30:39 "DEBUG: Too many at [3457.38,8038.94]"
 8:30:41 "PUBLISH: Attempt 2b63b040# 983112: lr.p3d"
 8:30:41 "HIVE: WRITE: "CHILD:308:24:LandRover_TK_CIV_EP1:0:0:[70,[8636.29,7612.53,0.0366058]]:[]:[["glass1",0.231574],["glass2",0.965671],["glass3",0.704596],["motor",0.683062],["palivo",0.944123],["wheel_1_1_steering",0.373256],["wheel_1_2_steering",0.29949],["wheel_2_1_steering",0.44595],["wheel_2_2_steering",0.231596],["sklo predni P",0.208673],["sklo predni L",0.8331],["karoserie",0.398538],["wheel_1_4_steering",0.267658],["wheel_2_4_steering",0.217137],["wheel_1_3_steering",0.817405],["wheel_2_3_steering",0.117352],["glass4",0.280624]]:0.338925:8636376125070:""
 8:30:42 SetFace error: class CfgFaces.RodriguezHead.Face04 not found
 8:30:42 Error: Error during SetFace - class CfgFaces.RodriguezHead.Face04 not found
 8:30:42 "TIME SYNC: Local Time set to [2014,10,7,10,30]"
 8:30:45 "PUBLISH: Attempt 2b6390c0# 983336: hilux1_civil_2_covered.p3d"
 8:30:45 "HIVE: WRITE: "CHILD:308:24:hilux1_civil_2_covered:0:0:[131,[3541.16,11252.2,0.0203972]]:[]:[["motor",0.836865],["sklo predni P",0.892321],["sklo predni L",0.679021],["karoserie",0.676949],["palivo",0.717272],["wheel_1_1_steering",0.79953],["wheel_2_1_steering",0.603321],["wheel_1_4_steering",0.625629],["wheel_2_4_steering",0.324503],["wheel_1_3_steering",0.813916],["wheel_2_3_steering",0.996946],["wheel_1_2_steering",0.155724],["wheel_2_2_steering",0.317645],["glass1",0.250889],["glass2",0.873426],["glass3",0.226651],["glass4",0.971622]]:0.587256:354121125220131:""
 8:30:45 "PUBLISH: Attempt 2b638100# 983337: suv.p3d"
 8:30:45 "HIVE: WRITE: "CHILD:308:24:SUV_Charcoal:0:0:[4,[8586.94,9191.1,0.00829315]]:[]:[["wheel_1_1_steering",0.711578],["wheel_1_2_steering",0.377772],["wheel_2_1_steering",0.693697],["wheel_2_2_steering",0.829271],["palivo",0.796584],["motor",0.459913],["glass1",0.642274],["glass2",0.31583],["glass3",0.933837],["glass4",0.698099],["sklo predni P",0.0497808],["sklo predni L",0.477993],["karoserie",0.673091],["wheel_1_4_steering",0.828326],["wheel_2_4_steering",0.604076],["wheel_1_3_steering",0.255431],["wheel_2_3_steering",0.294866]]:0.181525:858699191104:""
 8:30:48 "PUBLISH: Attempt 3a9e50c0# 983400: car_sedan.p3d"
 8:30:48 "HIVE: WRITE: "CHILD:308:24:GLT_M300_ST:0:0:[33,[13418,11782.2,0.000207901]]:[]:[["motor",0.394636],["sklo predni P",0.170073],["sklo predni L",0.967214],["karoserie",0.123389],["palivo",0.284312],["wheel_1_1_steering",0.78058],["wheel_2_1_steering",0.0450497],["wheel_1_4_steering",0.181796],["wheel_2_4_steering",0.355704],["wheel_1_3_steering",0.890937],["wheel_2_3_steering",0.460355],["wheel_1_2_steering",0.716368],["wheel_2_2_steering",0.0272896],["glass1",0.337119],["glass2",0.899121],["glass3",0.927104],["glass4",0.0173125]]:0.367934:134180117822033:""
 8:30:48 "DEBUG: Too many vehicles at [15632.1,13476.4]"
 8:30:48 "PUBLISH: Attempt 3a9e4100# 983401: datsun1_civil_1_open.p3d"
 8:30:48 "HIVE: WRITE: "CHILD:308:24:datsun1_civil_1_open:0:0:[140,[14245.9,12670.9,0.0153446]]:[]:[["motor",0.0103271],["sklo predni P",0.588077],["sklo predni L",0.151119],["karoserie",0.212842],["palivo",0.501236],["wheel_1_1_steering",0.513819],["wheel_2_1_steering",0.852867],["wheel_1_4_steering",0.737786],["wheel_2_4_steering",0.745769],["wheel_1_3_steering",0.609805],["wheel_2_3_steering",0.508978],["wheel_1_2_steering",0.31947],["wheel_2_2_steering",0.662239],["glass1",0.418741],["glass2",0.321422],["glass3",0.983674],["glass4",0.633095]]:0.905992:1424591267090140:""
 8:30:48 "PUBLISH: Attempt 3a943040# 983402: suv.p3d"
 8:30:48 "HIVE: WRITE: "CHILD:308:24:SUV_Red:0:0:[47,[11248.1,8664.15,0.00872803]]:[]:[["wheel_1_1_steering",0.0770208],["wheel_1_2_steering",0.78141],["wheel_2_1_steering",0.930446],["wheel_2_2_steering",0.240854],["palivo",0.476012],["motor",0.743171],["glass1",0.871577],["glass2",0.0766819],["glass3",0.1967],["glass4",0.582272],["sklo predni P",0.635468],["sklo predni L",0.270982],["karoserie",0.944814],["wheel_1_4_steering",0.763354],["wheel_2_4_steering",0.133866],["wheel_1_3_steering",0.0590665],["wheel_2_3_steering",0.910723]]:0.909072:11248186641047:""
 8:30:48 "HIVE: WRITE: "CHILD:388:8636376125070:""
 8:30:48 "CUSTOM: Selected "4330""
 8:30:50 "HIVE: WRITE: "CHILD:388:354121125220131:""
 8:30:50 "CUSTOM: Selected "4331""
 8:30:50 "HIVE: WRITE: "CHILD:388:858699191104:""
 8:30:50 "CUSTOM: Selected "4332""
 8:30:53 "HIVE: WRITE: "CHILD:388:134180117822033:""
 8:30:53 "CUSTOM: Selected "4333""
 8:30:53 "HIVE: WRITE: "CHILD:388:1424591267090140:""
 8:30:53 "CUSTOM: Selected "4334""
 8:30:53 "HIVE: WRITE: "CHILD:388:11248186641047:""
 8:30:53 "PUBLISH: Created LandRover_TK_CIV_EP1 with ID "8636376125070""
 8:30:56 "PUBLISH: Created hilux1_civil_2_covered with ID "354121125220131""
 8:30:56 "CUSTOM: Selected "4335""
 8:30:56 "PUBLISH: Created SUV_Charcoal with ID "858699191104""
 8:30:58 "PUBLISH: Created GLT_M300_ST with ID "134180117822033""
 8:30:58 "PUBLISH: Created datsun1_civil_1_open with ID "1424591267090140""
 8:31:01 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 8:31:02 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
 8:31:05 "PUBLISH: Attempt 3a942080# 983408: car_sedan.p3d"
 8:31:05 "HIVE: WRITE: "CHILD:308:24:car_sedan:0:0:[76,[8524.56,5277.81,0.0109406]]:[]:[["motor",0.803811],["sklo predni P",0.812622],["sklo predni L",0.258167],["karoserie",0.248094],["palivo",0.238234],["wheel_1_1_steering",0.627557],["wheel_2_1_steering",0.592782],["wheel_1_4_steering",0.328657],["wheel_2_4_steering",0.884269],["wheel_1_3_steering",0.955575],["wheel_2_3_steering",0.137275],["wheel_1_2_steering",0.264668],["wheel_2_2_steering",0.414922],["glass1",0.292226],["glass2",0.316755],["glass3",0.00148589],["glass4",0.591234]]:0.623466:8524652778076:""
 8:31:06 "PUBLISH: Created SUV_Red with ID "11248186641047""
 8:31:10 "HIVE: WRITE: "CHILD:388:8524652778076:""
 8:31:10 "CUSTOM: Selected "4336""
 8:31:15 "PUBLISH: Created car_sedan with ID "8524652778076""
 8:34:02 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
 8:36:10 "WAI: [Mission:[bandit-M] Black Hawk Crash]: Starting... [4713.64,10318.3,0]"
 8:36:11 "WAI: Spawned a group of 4 AI (Hero) at [4713.64,10318.3,0]"
 8:36:11 "WAI: Spawned a group of 4 AI (Hero) at [4713.64,10318.3,0]"
 8:36:11 "WAI: Spawned a group of 4 AI (Hero) at [4713.64,10318.3,0]"
 8:36:22 "WAI: [Mission:[Hero-E] Disabled Chopper]: Starting... [7714.89,7243.86,0]"
 8:36:23 "WAI: Spawned a group of 4 AI (Bandit) at [7714.89,7243.86,0]"
 8:36:23 "WAI: Spawned a group of 4 AI (Bandit) at [7714.89,7243.86,0]"
 8:36:23 "WAI: [Mission:[Hero-E] Disabled Chopper]: Spawned vehicle patrol"
 8:39:03 "TIME SYNC: Local Time set to [2014,10,7,10,39]"
 8:40:08 Server: Object 3:142 not found (message 91)
 8:40:08 Server: Object 3:141 not found (message 99)
 8:44:03 "TIME SYNC: Local Time set to [2014,10,7,10,44]"
 8:46:03 Server: Object 3:147 not found (message 99)
 8:46:03 Server: Object 3:148 not found (message 91)
 8:46:30 "WAI: [Mission:[Hero] Disabled Military Chopper]: Ended at [7714.89,7243.86,0]"
 8:47:20 "WAI: [Mission:[bandit] Black Hawk Crash]: Ended at [4713.64,10318.3,0]"
 8:49:03 "TIME SYNC: Local Time set to [2014,10,7,10,49]"
 8:50:44 "SAFE UNLOCKED: ID:4310 UID:0 BY SGT Rock(76561198000405600)"
 8:54:03 "TIME SYNC: Local Time set to [2014,10,7,10,54]"
 8:54:04 "CLEANUP: Deleted 2 Loot Piles out of 45"
 8:55:38 "WAI: [Mission:[Hero-E] Huey Crash]: Starting... [2218.93,6804.51,0]"
 8:55:39 "WAI: Spawned a group of 3 AI (BAndit) at [2218.93,6804.51,0]"
 8:55:39 "WAI: [Mission:[Hero-E] Huey Crash]: Spawned vehicle patrol"
 8:59:03 "TIME SYNC: Local Time set to [2014,10,7,10,59]"
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone leftshoulder doesn't exist in some skeleton
 9:01:00 Error: Bone rightshoulder doesn't exist in some skeleton
 9:04:03 "TIME SYNC: Local Time set to [2014,10,7,11,4]"
 9:09:03 "TIME SYNC: Local Time set to [2014,10,7,11,9]"
 9:10:05 "WAI: [Mission:[Hero] Huey Crash]: Ended at [2218.93,6804.51,0]"
 9:14:03 "TIME SYNC: Local Time set to [2014,10,7,11,14]"
 9:15:07 "RUNNING EVENT: supply_drop on [2014,10,7,11,15]"
 9:18:00 "WAI: [Mission:[bandit-E] Huey Crash]: Starting... [7576.37,7186.15,0]"
 9:18:01 "WAI: Spawned a group of 3 AI (Hero) at [7576.37,7186.15,0]"
 9:18:01 "WAI: [Mission:[bandit] Huey Crash]: Spawned vehicle patrol"
 9:19:03 "TIME SYNC: Local Time set to [2014,10,7,11,19]"
 9:24:03 "TIME SYNC: Local Time set to [2014,10,7,11,24]"
 9:24:59 Client: Object 8:32 (type Type_70) not found.
 9:24:59 Client: Object 8:32 (type Type_69) not found.
 9:29:04 "TIME SYNC: Local Time set to [2014,10,7,11,29]"
 9:30:04 "WAI: [Mission:[bandit] Huey Crash]: Ended at [7576.37,7186.15,0]"
 9:32:56 "SAFE UNLOCKED: ID:3579 UID:0 BY Dan(76561198152995608)"
 9:34:04 "TIME SYNC: Local Time set to [2014,10,7,11,34]"
 9:34:45 "SAFE UNLOCKED: ID:3360 UID:0 BY Dan(76561198152995608)"
 9:35:51 "WAI: [Mission:[bandit-E] Huey Crash]: Starting... [10248.4,14314.3,0]"
 9:35:51 "WAI: Spawned a group of 3 AI (Hero) at [10248.4,14314.3,0]"
 9:39:04 "TIME SYNC: Local Time set to [2014,10,7,11,39]"
 9:42:06 "CLEANUP: Deleted 6 Loot Piles out of 62"
 9:44:04 "TIME SYNC: Local Time set to [2014,10,7,11,44]"
 9:44:06 "CLEANUP: Deleted 4 Loot Piles out of 56"
 9:46:06 "CLEANUP: Deleted 6 Loot Piles out of 52"
 9:47:06 "CLEANUP: Deleted 3 Loot Piles out of 51"
 9:47:43 "SAFE UNLOCKED: ID:4314 UID:0 BY SGT Rock(76561198000405600)"
 9:48:22 "WAI: [Mission:[bandit] Huey Crash]: Ended at [10248.4,14314.3,0]"
 9:49:04 "TIME SYNC: Local Time set to [2014,10,7,11,49]"
 9:49:06 "CLEANUP: Deleted 1 Loot Piles out of 47"
 9:53:06 "CLEANUP: Deleted 1 Loot Piles out of 47"
 9:54:04 "TIME SYNC: Local Time set to [2014,10,7,11,54]"
 9:56:30 "WAI: [Mission:[bandit-M] Disabled Military Chopper]: Starting... [7270.55,14272.7,0]"
 9:56:30 "WAI: Spawned a group of 4 AI (Hero) at [7270.55,14272.7,0]"
 9:56:30 "WAI: Spawned a group of 4 AI (Hero) at [7270.55,14272.7,0]"
 9:56:30 "WAI: Spawned a group of 4 AI (Hero) at [7270.55,14272.7,0]"
 9:59:04 "TIME SYNC: Local Time set to [2014,10,7,11,59]"
10:04:04 "TIME SYNC: Local Time set to [2014,10,7,12,4]"
10:07:07 "CLEANUP: Deleted 4 Loot Piles out of 47"
10:09:04 "TIME SYNC: Local Time set to [2014,10,7,12,9]"
10:14:04 "TIME SYNC: Local Time set to [2014,10,7,12,14]"
10:15:00 "RUNNING EVENT: supply_drop on [2014,10,7,12,15]"
10:19:05 "TIME SYNC: Local Time set to [2014,10,7,12,19]"
10:24:02 "WAI: [Mission:[bandit] Disabled Military Chopper]: Ended at [7270.55,14272.7,0]"
10:24:05 "TIME SYNC: Local Time set to [2014,10,7,12,24]"
10:24:55 "get: STRING (76561198152995608), sent: STRING (76561198152995608)"
10:24:55 "DISCONNECT: Dan (76561198152995608) Object: B 1-1-C:1 (Dan) REMOTE, _characterID: 262 at loc [8575.68,16160.4,0.357204]"
10:24:55 Client: Remote object 8:0 not found
10:24:55 Client: Remote object 8:5 not found
10:24:56 Warning: Cleanup player - person 8:4 not found
10:24:58 Warning: Cleanup player - person 8:4 not found
10:29:05 "TIME SYNC: Local Time set to [2014,10,7,12,29]"
10:33:12 "CLEANUP: Deleted 53 Loot Piles out of 172"
10:34:05 "CLEANUP: Deleted 2 Animals out of 4"
10:34:05 "TIME SYNC: Local Time set to [2014,10,7,12,34]"
10:39:05 "TIME SYNC: Local Time set to [2014,10,7,12,39]"
10:40:11 "CLEANUP: Deleted 38 Loot Piles out of 127"
10:41:09 "CLEANUP: Deleted 14 Loot Piles out of 92"
10:44:05 "TIME SYNC: Local Time set to [2014,10,7,12,44]"
10:44:09 "CLEANUP: Deleted 4 Loot Piles out of 78"
10:45:09 "CLEANUP: Deleted 10 Loot Piles out of 74"
10:46:45 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SVD_des_EP1 in/at Unknown Trader City for 6x ItemGoldBar"
10:47:54 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a M14_EP1 in/at Unknown Trader City for 1x ItemGoldBar10oz"
10:49:05 "TIME SYNC: Local Time set to [2014,10,7,12,49]"
10:49:46 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a VSS_vintorez in/at Unknown Trader City for 4x ItemGoldBar"
10:50:01 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_9x39_SP5_VSS in/at Unknown Trader City for 1x ItemGoldBar"
10:51:12 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_9x39_SP5_VSS in/at Unknown Trader City for 1x ItemGoldBar"
10:51:21 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_9x39_SP5_VSS in/at Unknown Trader City for 1x ItemGoldBar"
10:51:29 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_9x39_SP5_VSS in/at Unknown Trader City for 1x ItemGoldBar"
10:51:59 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a VSS_vintorez in/at Unknown Trader City for 4x ItemGoldBar"
10:53:45 "SAFE UNLOCKED: ID:4310 UID:0 BY SGT Rock(76561198000405600)"
10:54:05 "TIME SYNC: Local Time set to [2014,10,7,12,54]"
10:54:18 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a M14_EP1 in/at Unknown Trader City for 1x ItemGoldBar10oz"
10:54:44 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_762x51_DMR in/at Unknown Trader City for 1x ItemSilverBar10oz"
10:54:52 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_762x51_DMR in/at Unknown Trader City for 1x ItemSilverBar10oz"
10:55:02 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_762x51_DMR in/at Unknown Trader City for 1x ItemSilverBar10oz"
10:55:53 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_762x51_DMR in/at Unknown Trader City for 1x ItemSilverBar10oz"
10:56:01 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 20Rnd_762x51_DMR in/at Unknown Trader City for 1x ItemSilverBar10oz"
10:58:59 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a MR43 in/at Unknown Trader City for 8x ItemSilverBar"
10:59:05 "TIME SYNC: Local Time set to [2014,10,7,12,59]"
10:59:21 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 2Rnd_shotgun_74Slug in/at Unknown Trader City for 1x ItemSilverBar"
11:00:10 "CLEANUP: Deleted 8 Loot Piles out of 98"
11:01:10 "CLEANUP: Deleted 3 Loot Piles out of 90"
11:04:05 "TIME SYNC: Local Time set to [2014,10,7,13,4]"
11:06:12 "CLEANUP: Deleted 37 Loot Piles out of 142"
11:08:10 "CLEANUP: Deleted 8 Loot Piles out of 105"
11:09:05 "TIME SYNC: Local Time set to [2014,10,7,13,9]"
11:14:06 "TIME SYNC: Local Time set to [2014,10,7,13,14]"
11:15:04 "RUNNING EVENT: supply_drop on [2014,10,7,13,15]"
11:19:06 "TIME SYNC: Local Time set to [2014,10,7,13,19]"
11:22:12 "CLEANUP: Deleted 48 Loot Piles out of 104"
11:22:16 "get: STRING (76561198000405600), sent: STRING (76561198000405600)"
11:22:16 "DISCONNECT: SGT Rock (76561198000405600) Object: B 1-1-B:1 (SGT Rock) REMOTE, _characterID: 1 at loc [6235.67,10864.3,0.233055]"
11:22:16 Client: Remote object 3:5 not found
11:22:16 Warning: Cleanup player - person 3:4 not found
11:23:05 Server: Object 3:835 not found (message 94)
11:23:05 SetFace error: class CfgFaces.RodriguezHead.Face04 not found
11:23:05 Error: Error during SetFace - class CfgFaces.RodriguezHead.Face04 not found
11:23:11 "CLEANUP: Deleted 30 Loot Piles out of 56"
11:23:51 "get: STRING (76561198000405600), sent: STRING (76561198000405600)"
11:23:51 "DISCONNECT: SGT Rock (76561198000405600) Object: B 1-1-B:1 (SGT Rock) REMOTE, _characterID: 1 at loc [8056.3,16639.4,0.661942]"
11:23:51 Client: Remote object 3:834 not found
11:23:51 Warning: Cleanup player - person 3:833 not found
11:24:06 "TIME SYNC: Local Time set to [2014,10,7,13,24]"
11:24:12 SetFace error: class CfgFaces.RodriguezHead.Face04 not found
11:24:12 Error: Error during SetFace - class CfgFaces.RodriguezHead.Face04 not found
11:25:09 "CLEANUP: Deleted 7 Loot Piles out of 26"
11:26:18 Server: Object 10:282 not found (message 91)
11:29:06 "TIME SYNC: Local Time set to [2014,10,7,13,29]"
11:33:50 "DELETE: B 1-1-B:1 (SGT Rock) REMOTE Deleted by ID: 2683"
11:33:51 "HIVE: WRITE: VEHICLE KEY CHANGER: "CHILD:308:24:MTVR:0:8433:[159.012,[6239.1,10864.8,0.000106812]]:[[["Mk_48_DZ"],[1]],[["100Rnd_762x51_M240"],[4]],[[],[]]]:[["wheel_1_1_steering",0.002],["wheel_1_2_steering",0.332],["wheel_2_1_steering",0.393],["wheel_2_2_steering",0.006],["wheel_2_3_steering",0.458],["palivo",0.8],["wheel_1_4_steering",0.343],["wheel_2_4_steering",0.727],["motor",0.8],["sklo predni P",0.943],["sklo predni L",0.021],["karoserie",0.98],["glass1",0.06],["glass2",0.242],["glass3",0.899],["glass4",0.909]]:0.311851:62391108648011206:""
11:33:51 "HIVE: WRITE: VEHICLE KEY CHANGER: Vehicle:33908100# 982436: mtvr.p3d REMOTE NewKey:Yellow Key (3d9e) BY SGT Rock(76561198000405600)"
11:33:52 "HIVE: READ: VEHICLE KEY CHANGER: "CHILD:388:62391108648011206:""
11:33:52 "CUSTOM: VEHICLE KEY CHANGER: Selected "4337""
11:34:06 "CLEANUP: Deleted 3 Animals out of 4"
11:34:06 "TIME SYNC: Local Time set to [2014,10,7,13,34]"
11:34:37 "SAFE UNLOCKED: ID:4308 UID:0 BY SGT Rock(76561198000405600)"
11:37:11 "CLEANUP: Deleted 2 Loot Piles out of 112"
11:37:14 "ERROR: Cannot Sync Character A Hench Camel as no characterID"
11:37:15 "ERROR: Cannot Sync Character A Hench Camel as no characterID"
11:39:06 "TIME SYNC: Local Time set to [2014,10,7,13,39]"
11:40:51 "DELETE: B 1-1-B:1 (SGT Rock) REMOTE Deleted by ID: 4308"
11:44:06 "TIME SYNC: Local Time set to [2014,10,7,13,44]"
11:49:06 "TIME SYNC: Local Time set to [2014,10,7,13,49]"
11:51:04 "get: STRING (76561198000405600), sent: STRING (76561198000405600)"
11:51:04 "DISCONNECT: SGT Rock (76561198000405600) Object: B 1-1-B:1 (SGT Rock) REMOTE, _characterID: 1 at loc [6235.54,10863.9,0.230527]"
11:51:04 Client: Remote object 3:844 not found
11:51:04 Warning: Cleanup player - person 3:843 not found
11:52:34 Server: Object 3:1094 not found (message 94)
11:52:34 SetFace error: class CfgFaces.RodriguezHead.Face04 not found
11:52:34 Error: Error during SetFace - class CfgFaces.RodriguezHead.Face04 not found
11:53:13 "CLEANUP: Deleted 24 Loot Piles out of 115"
11:54:06 "TIME SYNC: Local Time set to [2014,10,7,13,54]"
11:54:13 "CLEANUP: Deleted 44 Loot Piles out of 90"
11:59:06 "TIME SYNC: Local Time set to [2014,10,7,13,59]"
12:00:11 "CLEANUP: Deleted 13 Loot Piles out of 58"
12:04:06 "CLEANUP: Deleted 1 Animals out of 3"
12:04:07 "TIME SYNC: Local Time set to [2014,10,7,14,4]"
12:04:17 "SAFE UNLOCKED: ID:4309 UID:0 BY SGT Rock(76561198000405600)"
12:09:07 "TIME SYNC: Local Time set to [2014,10,7,14,9]"
12:09:37 "DELETE: B 1-1-D:1 (SGT Rock) REMOTE Deleted by ID: 4309"
12:12:12 "CLEANUP: Deleted 8 Loot Piles out of 88"
12:12:19 "DELETE: B 1-1-D:1 (SGT Rock) REMOTE Deleted by ID: 3333"
12:12:20 "HIVE: WRITE: VEHICLE KEY CHANGER: "CHILD:308:24:Ural_CDF:0.00393701:8433:[69.9559,[6233.66,10871.1,0.00108147]]:[[["ItemCrowbar"],[1]],[["5Rnd_762x51_M24","30Rnd_556x45_G36","ItemPainkiller","ItemBandage","30Rnd_556x45_Stanag","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","fuel_pump_kit","ItemJerrycan","ItemLockbox","ItemMorphine","ItemGenerator","ItemVault"],[6,17,48,15,3,31,28,16,1,1,1,28,1,1]],[[],[]]]:[["glass1",0.515],["glass2",0.262],["glass3",0.672],["glass4",0.423],["wheel_1_1_steering",0.006],["wheel_2_1_steering",0.751],["wheel_1_4_steering",0.021],["wheel_2_4_steering",0.272],["wheel_1_3_steering",0.217],["wheel_2_3_steering",0.052],["wheel_1_2_steering",0.515],["wheel_2_2_steering",0.139],["motor",0.414],["sklo predni P",0.544],["sklo predni L",0.657],["karoserie",0.072],["palivo",0.319]]:0.579768:62337108711013425:""
12:12:20 "HIVE: WRITE: VEHICLE KEY CHANGER: Vehicle:32d2f040# 982525: ural.p3d REMOTE NewKey:Yellow Key (3d9e) BY SGT Rock(76561198000405600)"
12:12:21 "HIVE: READ: VEHICLE KEY CHANGER: "CHILD:388:62337108711013425:""
12:12:21 "CUSTOM: VEHICLE KEY CHANGER: Selected "4338""
12:13:12 "CLEANUP: Deleted 1 Loot Piles out of 82"
12:14:07 "TIME SYNC: Local Time set to [2014,10,7,14,14]"
12:15:04 "SAFE UNLOCKED: ID:4310 UID:0 BY SGT Rock(76561198000405600)"
12:15:07 "RUNNING EVENT: supply_drop on [2014,10,7,14,15]"
12:15:12 "CLEANUP: Deleted 7 Loot Piles out of 80"
12:19:07 "TIME SYNC: Local Time set to [2014,10,7,14,19]"
12:20:12 "CLEANUP: Deleted 8 Loot Piles out of 73"
12:20:56 "DELETE: B 1-1-D:1 (SGT Rock) REMOTE Deleted by ID: 4310"
12:21:46 "SAFE UNLOCKED: ID:4314 UID:0 BY SGT Rock(76561198000405600)"
12:23:12 "CLEANUP: Deleted 2 Loot Piles out of 65"
12:24:07 "TIME SYNC: Local Time set to [2014,10,7,14,24]"
12:26:12 "CLEANUP: Deleted 1 Loot Piles out of 65"
12:28:12 "CLEANUP: Deleted 7 Loot Piles out of 65"
12:29:07 "TIME SYNC: Local Time set to [2014,10,7,14,29]"
12:29:12 "CLEANUP: Deleted 7 Loot Piles out of 58"
12:30:58 "get: STRING (76561198000405600), sent: STRING (76561198000405600)"
12:30:58 "DISCONNECT: SGT Rock (76561198000405600) Object: B 1-1-D:1 (SGT Rock) REMOTE, _characterID: 1 at loc [6221.96,10866.6,0.00139999]"
12:30:58 Client: Remote object 3:1093 not found
12:31:13 "CLEANUP: Deleted 30 Loot Piles out of 51"
12:31:59 Server: Object 3:1347 not found (message 94)
12:31:59 SetFace error: class CfgFaces.RodriguezHead.Face04 not found
12:31:59 Error: Error during SetFace - class CfgFaces.RodriguezHead.Face04 not found
12:33:11 "CLEANUP: Deleted 1 Loot Piles out of 21"
12:34:06 "CLEANUP: Deleted 1 Animals out of 1"
12:34:07 "TIME SYNC: Local Time set to [2014,10,7,14,34]"
12:35:30 "DELETE: B 1-1-D:1 (SGT Rock) REMOTE Deleted by ID: 4097"
12:35:31 "HIVE: WRITE: VEHICLE KEY CHANGER: "CHILD:308:24:UH60M_EP1_DZE:0:8433:[2.69748,[4390.1,2507.91,0.411728]]:[[[],[]],[[],[]],[[],[]]]:[]:0.59:4390125079414748:""
12:35:31 "HIVE: WRITE: VEHICLE KEY CHANGER: Vehicle:35fed0c0# 982792: uh60m.p3d NewKey:Yellow Key (3d9e) BY SGT Rock(76561198000405600)"
12:35:32 "HIVE: READ: VEHICLE KEY CHANGER: "CHILD:388:4390125079414748:""
12:35:32 "CUSTOM: VEHICLE KEY CHANGER: Selected "4339""
12:36:02 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a LeeEnfield in/at Unknown Trader City for 1x ItemSilverBar10oz"
12:36:55 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a m8_carbine in/at Unknown Trader City for 2x ItemGoldBar"
12:38:15 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a MG36 in/at Unknown Trader City for 6x ItemGoldBar"
12:38:40 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a MG36 in/at Unknown Trader City for 6x ItemGoldBar"
12:39:07 "TIME SYNC: Local Time set to [2014,10,7,14,39]"
12:39:33 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a revolver_EP1 in/at Unknown Trader City for 1x ItemSilverBar10oz"
12:39:57 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 6Rnd_45ACP in/at Unknown Trader City for 1x ItemSilverBar"
12:40:31 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 10x_303 in/at Unknown Trader City for 1x ItemSilverBar"
12:43:08 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a M4A1_Aim in/at Unknown Trader City for 4x ItemGoldBar"
12:44:06 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 30rnd_9x19_MP5 in/at Unknown Trader City for 1x ItemSilverBar10oz"
12:44:07 "TIME SYNC: Local Time set to [2014,10,7,14,44]"
12:44:31 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 100Rnd_762x51_M240 in/at Unknown Trader City for 1x ItemGoldBar"
12:44:39 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 100Rnd_762x51_M240 in/at Unknown Trader City for 1x ItemGoldBar"
12:45:14 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a 30Rnd_545x39_AK in/at Unknown Trader City for 1x ItemSilverBar"
12:45:37 "SAFE UNLOCKED: ID:4314 UID:0 BY SGT Rock(76561198000405600)"
12:46:00 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a G36K_camo in/at Unknown Trader City for 3x ItemGoldBar"
12:47:02 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemPainkiller in/at Unknown Trader City for 1x ItemSilverBar"
12:47:10 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemPainkiller in/at Unknown Trader City for 1x ItemSilverBar"
12:47:13 "CLEANUP: Deleted 1 Loot Piles out of 57"
12:47:28 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemAntibiotic in/at Unknown Trader City for 2x ItemSilverBar10oz"
12:47:36 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemAntibiotic in/at Unknown Trader City for 2x ItemSilverBar10oz"
12:48:35 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemPainkiller in/at Unknown Trader City for 1x ItemSilverBar"
12:48:45 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a ItemPainkiller in/at Unknown Trader City for 1x ItemSilverBar"
12:48:48 Server: Object 10:667 not found (message 94)
12:49:07 "TIME SYNC: Local Time set to [2014,10,7,14,49]"
12:49:17 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SmokeShell in/at Unknown Trader City for 1x ItemSilverBar"
12:49:27 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SmokeShell in/at Unknown Trader City for 1x ItemSilverBar"
12:49:38 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SmokeShell in/at Unknown Trader City for 1x ItemSilverBar"
12:50:12 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SmokeShellGreen in/at Unknown Trader City for 1x ItemSilverBar"
12:50:22 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a SmokeShellGreen in/at Unknown Trader City for 1x ItemSilverBar"
12:50:42 "EPOCH SERVERTRADE: Player: A Hench Camel (76561198157447784) sold a M9SD in/at Unknown Trader City for 1x ItemGoldBar"

 

Server restarted at 8am, last mission ended at 10:24:02. I am at a loss for what is happening and how to correct.

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To set the amount of humanity, open your config.sqf for wai and find this:

        ai_kills_gain                = true;            // add kill to bandit/human kill score

        ai_humanity_gain            = true;            // gain humanity for killing AI

        ai_add_humanity                = 50;            // amount of humanity gained for killing a bandit AI

        ai_remove_humanity            = 150;            // amount of humanity lost for killing a hero AI

        ai_special_humanity            = 150;            // amount of humanity gain or loss for killing a special AI dependant on player alignment

Not sure if you can use negative numbers (ai_remove_humanity            = -150;) here or not, you would just have to try and see.

 

The special mission are disabled by default and I'd imagine you disable the other missions the same way, by commenting them out.

 

Make this:

        wai_bandit_missions            = [

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

                                    ];

 

Like this:

       

/*

wai_bandit_missions            = [

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

                                    ];        

*/

Or like this:

        wai_bandit_missions            = [

/*

                                        ["armed_vehicle",12],

                                        ["black_hawk_crash",14],

                                        ["captured_mv22",6],

                                        ["broken_down_ural",14],

                                        ["hero_base",6],

                                        ["ikea_convoy",18],

                                        ["medi_camp",6],

                                        ["presidents_mansion",6],

                                        ["sniper_extraction",8],

                                        ["weapon_cache",10]

*/

                                    ];

I also remember someone posting a few pages back that you can move all the hero missions into the bandit folder or something like that.

Sweet, thank you so much :)

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