Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 I have done that before. But still nothing. Do you have details on what needs to be on and in which files? I have deleted the files that I modified and dropped the stock files back in. Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 I have done that before. But still nothing. Do you have details on what needs to be on and in which files? I have deleted the files that I modified and dropped the stock files back in. In "config.sqf" further down there is a section for the mission system. You need to enable it. /* WAI MISSIONS CONFIG */ wai_mission_system = true; // use built in mission system Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 I have that enabled. Still no joy. Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 I have that enabled. Still no joy. How long are you waiting to see if a mission spawns? Are you giving it enough time? Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 I've waited for up to an hour. Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 Any other suggestions? If someone could just tell me which lines to set to true/false, that'd be awesome. Thanks! Link to comment Share on other sites More sharing options...
f3cuk Posted October 21, 2014 Author Report Share Posted October 21, 2014 @RRP47: Yes the missions have been redone to easily enable AT support. -- @Soldat: Please switch on debug mode and report with your RPT. -- For the people that are experiencing problems with vehicle damage. Try to use this is your custom_publish_vehicle.sqf (untested) if (isServer) then { private ["_unit","_ailist","_keyid","_carkey","_hit","_classnames","_count","_vehpos","_max_distance","_vehicle","_position_fixed","_position","_dir","_class","_dam","_damage","_hitpoints","_selection","_fuel","_key"]; _count = count _this; _classnames = _this select 0; _position = _this select 1; _mission = _this select 2; _max_distance = 35; _vehpos = []; if (typeName(_classnames) == "ARRAY") then { _class = _classnames call BIS_fnc_selectRandom; } else { _class = _classnames; }; if(_count > 3) then { _position_fixed = _this select 3; if(_count > 4) then { _dir = _this select 4; } else { _dir = floor(round(random 360)); }; } else { _position_fixed = false; _dir = floor(round(random 360)); }; if (!_position_fixed) then { while{count _vehpos < 1} do { _vehpos = _position findEmptyPosition[10,_max_distance,_class]; _max_distance = (_max_distance + 15); }; } else { _vehpos = _position; }; _vehicle = createVehicle [_class,_vehpos,[],5,"FORM"]; _vehicle setDir _dir; _vehicle setVectorUp surfaceNormal position _vehicle; _vehicle setvelocity [0,0,1]; _vehicle setVariable ["ObjectID","1",true]; clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; _fuel = 0; if (getNumber(configFile >> "CfgVehicles" >> _class >> "isBicycle") != 1) then { _hitpoints = _vehicle call vehicle_getHitpoints; if(debug_mode) then { diag_log(format["WAI: Spawned %1 at %2",str(_class),str(_position)]); }; { _dam = (random((wai_vehicle_damage select 1) - (wai_vehicle_damage select 0)) + (wai_vehicle_damage select 0)) / 100; _selection = getText(configFile >> "cfgVehicles" >> _class >> "HitPoints" >> _x >> "name"); if ((_selection in dayZ_explosiveParts) && _dam > 0.8) then { _dam = 0.8 }; _isglass = ["glass", _selection] call KK_fnc_inString; if(!_isglass && _dam > 0.1) then { _hit = [_vehicle,_selection,_dam] call object_setHitServer; if(debug_mode) then { diag_log(format["WAI: Calculated damage for %1 is %2",str(_selection),str(_dam)]); }; }; } count _hitpoints; _fuel = ((wai_mission_fuel select 0) + random((wai_mission_fuel select 1) - (wai_mission_fuel select 0))) / 100; if(debug_mode) then { diag_log(format["WAI: Added %1 percent fuel to vehicle",str(_fuel)]); }; }; _vehicle setFuel _fuel; _vehicle addeventhandler ["HandleDamage",{ _this call vehicle_handleDamage } ]; if (wai_lock_vehicles) then { _keyid = ceil(random(12500)); _vehicle setVariable ["CharacterID",str(_keyid),true]; call { if ((_keyid > 0) && (_keyid <= 2500)) exitWith {_carkey = format["ItemKeyGreen%1",_keyid];}; if ((_keyid > 2500) && (_keyid <= 5000)) exitWith {_carkey = format["ItemKeyRed%1",_keyid-2500];}; if ((_keyid > 5000) && (_keyid <= 7500)) exitWith {_carkey = format["ItemKeyBlue%1",_keyid-5000];}; if ((_keyid > 7500) && (_keyid <= 10000)) exitWith {_carkey = format["ItemKeyYellow%1",_keyid-7500];}; if ((_keyid > 10000) && (_keyid <= 12500)) exitWith {_carkey = format["ItemKeyBlack%1",_keyid-10000];}; }; _ailist = []; { if (_x getVariable ["mission",nil] == _mission) then {_ailist set [count _ailist, _x];}; } count allUnits; _unit = _ailist select (floor(random(count _ailist))); _unit addWeapon _carkey; _vehicle setvehiclelock "locked"; } else { _vehicle setVariable ["CharacterID","0",true]; }; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_vehicle]; if(wai_keep_vehicles) then { _vehicle addEventHandler ["GetIn", { _vehicle = _this select 0; if(debug_mode) then { diag_log ("PUBLISH: Attempt " + str(_vehicle)); }; _class = typeOf _vehicle; _characterID = _vehicle getVariable ["CharacterID", "0"]; _worldspace = [getDir _vehicle, getPosATL _vehicle]; _hitpoints = _vehicle call vehicle_getHitpoints; _damage = damage _vehicle; _array = []; { _hit = [_vehicle,_x] call object_getHit; _selection = getText (configFile >> "CfgVehicles" >> (typeOf _vehicle) >> "HitPoints" >> _x >> "name"); if (_hit > 0) then {_array set [count _array,[_selection,_hit]]}; } count _hitpoints; _fuel = fuel _vehicle; _uid = _worldspace call dayz_objectUID2; _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance,_class,_damage,_characterID,_worldspace,[],_array,_fuel,_uid]; if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); }; _key call server_hiveWrite; [_vehicle,_uid,_fuel,_damage,_array,_characterID,_class] call { private["_vehicle","_uid","_fuel","_damage","_array","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class"]; _vehicle = _this select 0; _uid = _this select 1; _fuel = _this select 2; _damage = _this select 3; _array = _this select 4; _characterID = _this select 5; _class = _this select 6; _done = false; while {!_done} do { _key = format["CHILD:388:%1:",_uid]; _result = _key call server_hiveReadWrite; _outcome = _result select 0; waitUntil {!isNil "_outcome"}; if(debug_mode) then { diag_log ("HIVE: WRITE: "+ str(_key)); }; if(_outcome == "PASS") then { _oid = _result select 1; _vehicle setVariable ["ObjectID", _oid, true]; if(debug_mode) then { diag_log("CUSTOM: Selected " + str(_oid)); }; _done = true; } else { if(debug_mode) then { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); }; _done = false; }; }; if(!_done) then { deleteVehicle _vehicle; if(debug_mode) then { diag_log("CUSTOM: failed to get id for : " + str(_uid)); }; } else { _vehicle setVariable ["lastUpdate",time]; }; }; _vehicle call fnc_veh_ResetEH; PVDZE_veh_Init = _vehicle; publicVariable "PVDZE_veh_Init"; if(debug_mode) then { diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid)); }; }]; }; _vehicle }; Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 @f3cuk: Thank you for the reply. This is what I'm seeing so far. I will update with more as it shows up. 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 "EPOCH EVENTS INIT" 13:27:41 "DEBUG: Too many at [6571.08,2506.67]" 13:27:46 "DEBUG: Too many at [4335.26,10993.3]" 13:27:47 "infiSTAR.de: AllowedVehiclesList not defined.." 13:27:47 "DEBUG VEIN: Too many objects at [4821.07,7478.56]" 13:27:47 "DEBUG VEIN: Too many objects at [6552.77,8695.69]" 13:27:48 "DEBUG VEIN: Too many objects at [3905.69,9806.59]" Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 About 30 minutes in now and this is all that has shown up so far: 3:41:02 "TIME SYNC: Local Time set to [2013,8,3,13,41]" 13:44:41 Server: Object 3:458 not found (message 69) 13:44:41 Server: Object 3:461 not found (message 70) 13:44:52 Server: Object 3:630 not found (message 70) 13:44:52 Server: Object 3:629 not found (message 69) 13:44:55 Server: Object 3:662 not found (message 69) 13:46:02 "TIME SYNC: Local Time set to [2013,8,3,13,46]" 13:46:02 "CLEANUP: Deleted 1 Animals out of 1" Missions are set to spawn in every 5 to 15 minutes. Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 @Soldat5155 Do you not see anything in your RPT file about WAI starting? 6:07:27 "WAI: AI Config File Loaded" 6:07:27 "WAI: AI Monitor Started" 6:07:27 "WAI: Initialising missions" If you're not seeing that, it means you haven't installed the addon correctly. Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 (edited) I am not seeing that at all. This is what I did: I dropped the WAI folder in my dayz_server.PBO I added the []execVM line to server_monitor. Anything else? Edited October 21, 2014 by Soldat5155 Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 Can you please provide a screenshot of the file/folder structure inside "dayz_server.pbo"? Can you please post the contents of your "server_monitor.sqf"? Can you please post the entire contents of your RPT file? Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 Looks like I'm going to have to do this in multiple posts. It was too long to post. Here is the screenshot: http://imgur.com/We6RCfb Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 Here is the server monitor file: private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version"); dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _hiveLoaded = false; waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configs if(isnil "MaxVehicleLimit") then { MaxVehicleLimit = 50; }; if(isnil "MaxDynamicDebris") then { MaxDynamicDebris = 100; }; if(isnil "MaxAmmoBoxes") then { MaxAmmoBoxes = 3; }; if(isnil "MaxMineVeins") then { MaxMineVeins = 50; }; // Custon Configs End if (isServer && isNil "sm_done") then { serverVehicleCounter = []; _hiveResponse = []; for "_i" from 1 to 5 do { diag_log "HIVE: trying to get objects"; _key = format["CHILD:302:%1:", dayZ_instance]; _hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then { if ((_hiveResponse select 1) == "Instance already initialized") then { _superkey = profileNamespace getVariable "SUPERKEY"; _shutdown = format["CHILD:400:%1:", _superkey]; _res = _shutdown call server_hiveReadWrite; diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res)); } else { diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); }; _hiveResponse = ["",0]; } else { diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" ); _i = 99; // break }; }; _BuildingQueue = []; _objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkey profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)]; _hiveLoaded = true; diag_log ("HIVE: Commence Object Streaming..."); _key = format["CHILD:302:%1:", dayZ_instance]; _objectCount = _hiveResponse select 1; _bQty = 0; _vQty = 0; for "_i" from 1 to _objectCount do { _hiveResponse = _key call server_hiveReadWriteLarge; //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]); if ((_hiveResponse select 2) isKindOf "ModularItems") then { _BuildingQueue set [_bQty,_hiveResponse]; _bQty = _bQty + 1; } else { _objectQueue set [_vQty,_hiveResponse]; _vQty = _vQty + 1; }; }; diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles"); }; // # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # // preload server traders menu data into cache if !(DZE_ConfigTrader) then { { // get tids _traderData = call compile format["menu_%1;",_x]; if(!isNil "_traderData") then { { _traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid]; _data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result _result = call compile format ["%1",_data]; _status = _result select 0; if (_status == "ObjectStreamStart") then { _val = _result select 1; //Stream Objects //diag_log ("HIVE: Commence Menu Streaming..."); call compile format["ServerTcache_%1 = [];",_traderid]; for "_i" from 1 to _val do { _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result]; _retrader set [count _retrader,_result]; }; //diag_log ("HIVE: Streamed " + str(_val) + " objects"); }; } forEach (_traderData select 0); }; } forEach serverTraders; }; if (_hiveLoaded) then { // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; if(_vehLimit > 0) then { diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit)); for "_x" from 1 to _vehLimit do { [] spawn spawn_vehicles; }; } else { diag_log "HIVE: Vehicle Spawn limit reached!"; }; }; // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; // spawn_ammosupply at server start 1% of roadblocks diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes)); for "_x" from 1 to MaxAmmoBoxes do { [] spawn spawn_ammosupply; }; // call spawning mining veins diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins)); for "_x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapArea") then { dayz_MapArea = 10000; }; if(isnil "HeliCrashArea") then { HeliCrashArea = dayz_MapArea / 2; }; if(isnil "OldHeliCrash") then { OldHeliCrash = false; }; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire] if(OldHeliCrash) then { _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite; }; if (isDedicated) then { // Epoch Events _id = [] spawn server_spawnEvents; // server cleanup [] spawn { private ["_id"]; sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart waitUntil {!isNil "server_spawnCleanAnimals"}; _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm"; }; // spawn debug box _debugMarkerPosition = getMarkerPos "respawn_west"; _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1]; _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"]; _vehicle_0 setPos _debugMarkerPosition; _vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markers if(isnil "spawnMarkerCount") then { spawnMarkerCount = 10; }; actualSpawnMarkerCount = 0; // count valid spawn marker positions for "_i" from 0 to spawnMarkerCount do { if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then { actualSpawnMarkerCount = actualSpawnMarkerCount + 1; } else { // exit since we did not find any further markers _i = spawnMarkerCount + 99; }; }; diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen; }; []execVM "\z\addons\dayz_server\WAI\init.sqf"; allowConnection = true; sm_done = true; publicVariable "sm_done"; }; Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 RPT: 13:27:29 Warning Message: Script z\addons\dayz_server\missions\DayZ_Overwatch_1.Chernarus\dynamic_vehicle.sqf not found 13:27:29 "Res3tting B!S effects..." 13:27:29 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 13:27:30 Cannot create non-ai vehicle Land_P_radar, 13:27:30 "HIVE: Starting" 13:27:30 "HIVE: trying to get objects" 13:27:31 "HIVE: found 306 objects" 13:27:31 "HIVE: Commence Object Streaming..." 13:27:31 Cannot create non-ai vehicle Land_Mil_Mil_Guardhouse, 13:27:31 Cannot create non-ai vehicle Land_BigHBarrier, 13:27:31 Cannot create non-ai vehicle Land_BigHBarrier, 13:27:31 Cannot create non-ai vehicle Land_dragonTeethBig, 13:27:31 Cannot create non-ai vehicle Land_Misc_WellPump, 13:27:31 Cannot create non-ai vehicle Land_phone_box, 13:27:31 Cannot create non-ai vehicle Land_PowerGenerator, 13:27:31 Cannot create non-ai vehicle Land_Heli_H_army, 13:27:31 Cannot create non-ai vehicle Land_runway_end15, 13:27:31 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1, 13:27:31 Cannot create non-ai vehicle Land_ChickenCoop, 13:27:31 Cannot create non-ai vehicle Land_fridge, 13:27:31 Cannot create non-ai vehicle Land_Kitchenstove_Elec, 13:27:31 Cannot create non-ai vehicle Land_Kitchenstove_Elec, 13:27:31 Cannot create non-ai vehicle Land_P_sink, 13:27:31 Cannot create non-ai vehicle Land_picture_a_04, 13:27:31 Cannot create non-ai vehicle Land_kitchen_table_a, 13:27:31 Cannot create non-ai vehicle Land_Misc_Hutch, 13:27:31 Cannot create non-ai vehicle Land_Misc_WellPump, 13:27:31 Cannot create non-ai vehicle Land_PowerGenerator, 13:27:31 "HIVE: got 0 Epoch Objects and 306 Vehicles" 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:31 Cannot create non-ai vehicle Land_runway_main, 13:27:31 Cannot create non-ai vehicle Land_runway_main_40, 13:27:31 Cannot create non-ai vehicle Land_runway_main_40, 13:27:31 Cannot create non-ai vehicle Land_runway_main_40, 13:27:31 Cannot create non-ai vehicle Land_runway_main, 13:27:31 Cannot create non-ai vehicle Land_runway_main, 13:27:31 Cannot create non-ai vehicle Land_runway_main, 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:27:32 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:32 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:27:36 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 13:27:36 UH1Y_DZE: ObsGun - unknown animation source ObsGun 13:27:38 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 13:27:38 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 13:27:39 "infiSTAR.de - Player-Log: [AMB]KnoX(76561197996889258) - 0h 00min | ******ADMIN******" 13:27:40 "HIVE: Spawning # of Vehicles: 7" 13:27:40 "HIVE: Spawning # of Debris: 500" 13:27:40 "HIVE: Spawning # of Ammo Boxes: 3" 13:27:40 "HIVE: Spawning # of Veins: 50" 13:27:40 "Total Number of spawn locations 5" 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 13:27:40 Error position: <AllowedVehiclesList > 0} do { _index = > 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 242 13:27:40 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error position: <AllowedVehiclesList == 0) then { diag_lo> 13:27:40 Error Undefined variable in expression: allowedvehicleslist 13:27:40 File z\addons\dayz_server\init\server_functions.sqf, line 264 13:27:40 "EPOCH EVENTS INIT" 13:27:41 "DEBUG: Too many at [6571.08,2506.67]" 13:27:46 "DEBUG: Too many at [4335.26,10993.3]" 13:27:47 "infiSTAR.de: AllowedVehiclesList not defined.." 13:27:47 "DEBUG VEIN: Too many objects at [4821.07,7478.56]" 13:27:47 "DEBUG VEIN: Too many objects at [6552.77,8695.69]" 13:27:48 "DEBUG VEIN: Too many objects at [3905.69,9806.59]" 13:27:48 "TIME SYNC: Local Time set to [2013,8,3,13,27]" 13:27:53 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]" 13:27:53 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]" 13:27:53 "infiSTAR.de ******ADMIN-LOGIN******: [AMB]KnoX(76561197996889258)" 13:30:09 "RUNNING EVENT: crash_spawner on [2014,10,21,13,30]" 13:31:01 "CLEANUP: INITIALIZING CLEANUP SCRIPT" 13:32:58 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE [AMB]KnoX G_o_d ON" 13:34:52 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE [AMB]KnoX adminammo_recoil ON" 13:36:01 "TIME SYNC: Local Time set to [2013,8,3,13,36]" 13:40:05 "infiSTAR.de fnc_AdminFirstReq: [0,B 1-1-B:1 ([AMB]KnoX) REMOTE,"CVPI_LAPD_Patrol",[5160,8602.05,0]]" 13:40:05 "infiSTAR.de fnc_AdminReqProceed: [0,B 1-1-B:1 ([AMB]KnoX) REMOTE,"CVPI_LAPD_Patrol",[5160,8602.05,0]]" 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1' 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2' 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1' 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2' 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota' 13:40:05 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr' 13:40:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE [AMB]KnoX (76561197996889258) spawned CVPI_LAPD_Patrol @051067" 13:41:02 "TIME SYNC: Local Time set to [2013,8,3,13,41]" 13:44:41 Server: Object 3:458 not found (message 69) 13:44:41 Server: Object 3:461 not found (message 70) 13:44:52 Server: Object 3:630 not found (message 70) 13:44:52 Server: Object 3:629 not found (message 69) 13:44:55 Server: Object 3:662 not found (message 69) 13:46:02 "TIME SYNC: Local Time set to [2013,8,3,13,46]" 13:46:02 "CLEANUP: Deleted 1 Animals out of 1" 13:46:15 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE [AMB]KnoX - added PMC_ied_v2 to his inventory" 13:51:02 "TIME SYNC: Local Time set to [2013,8,3,13,51]" 13:51:03 "infiSTAR.de fnc_AdminFirstReq: [26,B 1-1-B:1 ([AMB]KnoX) REMOTE,31c80100# 1058304: cvpi_lapd_patrol.p3d REMOTE]" 13:51:03 "infiSTAR.de fnc_AdminReqProceed: [26,B 1-1-B:1 ([AMB]KnoX) REMOTE,31c80100# 1058304: cvpi_lapd_patrol.p3d REMOTE]" 13:51:03 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 ([AMB]KnoX) REMOTE [AMB]KnoX saved - CVPI_LAPD_Patrol (characterID: 0) - to the database" 13:51:03 "CLEANUP: Deleted 1 Loot Piles out of 55" 13:51:18 "infiSTAR.de PlayerDisconnected: _uid: 76561197996889258 _name: [AMB]KnoX" 13:51:18 "get: STRING (76561197996889258), sent: STRING (76561197996889258)" 13:51:18 "DISCONNECT: [AMB]KnoX (76561197996889258) Object: B 1-1-B:1 ([AMB]KnoX) REMOTE, _characterID: 16 at loc [4406.71,9192.92,0.00146484]" 13:51:18 Client: Remote object 3:14 not found 13:51:20 Warning: Cleanup player - person 3:13 not found 13:56:02 "TIME SYNC: Local Time set to [2013,8,3,13,56]" 13:56:03 "CLEANUP: Deleted 5 Loot Piles out of 54" 13:57:03 "CLEANUP: Deleted 10 Loot Piles out of 49" 14:00:00 "RUNNING EVENT: crash_spawner on [2014,10,21,14,0]" 14:01:02 "CLEANUP: Deleted 1 Animals out of 1" 14:01:02 "TIME SYNC: Local Time set to [2013,8,3,14,1]" 14:05:04 "CLEANUP: Deleted 19 Loot Piles out of 51" 14:06:02 "TIME SYNC: Local Time set to [2013,8,3,14,6]" 14:06:03 "CLEANUP: Deleted 10 Loot Piles out of 32" 14:11:02 "TIME SYNC: Local Time set to [2013,8,3,14,11]" 14:11:03 "CLEANUP: Deleted 10 Loot Piles out of 22" 14:15:00 "RUNNING EVENT: supply_drop on [2014,10,21,14,15]" 14:16:02 "CLEANUP: Deleted 1 Animals out of 1" 14:16:02 "TIME SYNC: Local Time set to [2013,8,3,14,16]" 14:21:02 "TIME SYNC: Local Time set to [2013,8,3,14,21]" 14:26:02 "TIME SYNC: Local Time set to [2013,8,3,14,26]" 14:30:00 "RUNNING EVENT: crash_spawner on [2014,10,21,14,30]" 14:31:02 "CLEANUP: Deleted 1 Animals out of 1" 14:31:02 "TIME SYNC: Local Time set to [2013,8,3,14,31]" 14:36:02 "TIME SYNC: Local Time set to [2013,8,3,14,36]" 14:41:02 "TIME SYNC: Local Time set to [2013,8,3,14,41]" 14:46:02 "CLEANUP: Deleted 1 Animals out of 1" 14:46:02 "TIME SYNC: Local Time set to [2013,8,3,14,46]" Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 RPT file too long to post.. Posted as much as I could. Thanks for all of your help. Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 Here is the server monitor file:private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"]; dayz_versionNo = getText(configFile >> "CfgMods" >> "DayZ" >> "version");dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); _hiveLoaded = false; waitUntil{initialized}; //means all the functions are now defined diag_log "HIVE: Starting"; waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player) // Custom Configsif(isnil "MaxVehicleLimit") then {MaxVehicleLimit = 50;}; if(isnil "MaxDynamicDebris") then {MaxDynamicDebris = 100;};if(isnil "MaxAmmoBoxes") then {MaxAmmoBoxes = 3;};if(isnil "MaxMineVeins") then {MaxMineVeins = 50;};// Custon Configs End if (isServer && isNil "sm_done") then { serverVehicleCounter = [];_hiveResponse = []; for "_i" from 1 to 5 do {diag_log "HIVE: trying to get objects";_key = format["CHILD:302:%1:", dayZ_instance];_hiveResponse = _key call server_hiveReadWrite; if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {if ((_hiveResponse select 1) == "Instance already initialized") then {_superkey = profileNamespace getVariable "SUPERKEY";_shutdown = format["CHILD:400:%1:", _superkey];_res = _shutdown call server_hiveReadWrite;diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));} else {diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse)); };_hiveResponse = ["",0];} else {diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );_i = 99; // break};}; _BuildingQueue = [];_objectQueue = []; if ((_hiveResponse select 0) == "ObjectStreamStart") then { // save superkeyprofileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)]; _hiveLoaded = true; diag_log ("HIVE: Commence Object Streaming...");_key = format["CHILD:302:%1:", dayZ_instance];_objectCount = _hiveResponse select 1;_bQty = 0;_vQty = 0;for "_i" from 1 to _objectCount do {_hiveResponse = _key call server_hiveReadWriteLarge;//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);if ((_hiveResponse select 2) isKindOf "ModularItems") then {_BuildingQueue set [_bQty,_hiveResponse];_bQty = _bQty + 1;} else {_objectQueue set [_vQty,_hiveResponse];_vQty = _vQty + 1;};};diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");}; // # NOW SPAWN OBJECTS #_totalvehicles = 0;{_idKey = _x select 1;_type = _x select 2;_ownerID = _x select 3; _worldspace = _x select 4;_intentory = _x select 5;_hitPoints = _x select 6;_fuel = _x select 7;_damage = _x select 8; _dir = 0;_pos = [0,0,0];_wsDone = false;if (count _worldspace >= 2) then{_dir = _worldspace select 0;if (count (_worldspace select 1) == 3) then {_pos = _worldspace select 1;_wsDone = true;}}; if (!_wsDone) then {if (count _worldspace >= 1) then { _dir = _worldspace select 0; };_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));}; if (_damage < 1) then {//diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];_object setVariable ["lastUpdate",time];_object setVariable ["ObjectID", _idKey, true]; _lockable = 0;if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");}; // fix for leading zero issues on safe codes after restartif (_lockable == 4) then {_codeCount = (count (toArray _ownerID));if(_codeCount == 3) then {_ownerID = format["0%1", _ownerID];};if(_codeCount == 2) then {_ownerID = format["00%1", _ownerID];};if(_codeCount == 1) then {_ownerID = format["000%1", _ownerID];};}; if (_lockable == 3) then {_codeCount = (count (toArray _ownerID));if(_codeCount == 2) then {_ownerID = format["0%1", _ownerID];};if(_codeCount == 1) then {_ownerID = format["00%1", _ownerID];};}; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object;clearMagazineCargoGlobal _object;// _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir;_object setposATL _pos;_object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then {if (DZE_GodModeBase) then {_object addEventHandler ["HandleDamage", {false}];} else {_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];};// Test disabling simulation server side on buildables only._object enableSimulation false;// used for inplace upgrades && lock/unlock of safe_object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then {if (_type in DZE_LockedStorage) then {// Fill variables with loot_object setVariable ["WeaponCargo", (_intentory select 0),true];_object setVariable ["MagazineCargo", (_intentory select 1),true];_object setVariable ["BackpackCargo", (_intentory select 2),true];} else { //Add weapons_objWpnTypes = (_intentory select 0) select 0;_objWpnQty = (_intentory select 0) select 1;_countr = 0;{if(_x in (DZE_REPLACE_WEAPONS select 0)) then {_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);};_isOK = isClass(configFile >> "CfgWeapons" >> _x);if (_isOK) then {_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];};_countr = _countr + 1;} count _objWpnTypes; //Add Magazines_objWpnTypes = (_intentory select 1) select 0;_objWpnQty = (_intentory select 1) select 1;_countr = 0;{if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrowif (_x == "ItemTent") then { _x = "ItemTentOld" };_isOK = isClass(configFile >> "CfgMagazines" >> _x);if (_isOK) then {_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];};_countr = _countr + 1;} count _objWpnTypes; //Add Backpacks_objWpnTypes = (_intentory select 2) select 0;_objWpnQty = (_intentory select 2) select 1;_countr = 0;{_isOK = isClass(configFile >> "CfgVehicles" >> _x);if (_isOK) then {_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];};_countr = _countr + 1;} count _objWpnTypes;};}; if (_object isKindOf "AllVehicles") then {{_selection = _x select 0;_dam = _x select 1;if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};[_object,_selection,_dam] call object_setFixServer;} count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1];_object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {_object setvehiclelock "locked";}; _totalvehicles = _totalvehicles + 1; // total each vehicleserverVehicleCounter set [count serverVehicleCounter,_type];};}; //Monitor the objectPVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];};} count (_BuildingQueue + _objectQueue);// # END SPAWN OBJECTS # // preload server traders menu data into cacheif !(DZE_ConfigTrader) then {{// get tids_traderData = call compile format["menu_%1;",_x];if(!isNil "_traderData") then {{_traderid = _x select 1; _retrader = []; _key = format["CHILD:399:%1:",_traderid];_data = "HiveEXT" callExtension _key; //diag_log "HIVE: Request sent"; //Process result_result = call compile format ["%1",_data];_status = _result select 0; if (_status == "ObjectStreamStart") then {_val = _result select 1;//Stream Objects//diag_log ("HIVE: Commence Menu Streaming...");call compile format["ServerTcache_%1 = [];",_traderid];for "_i" from 1 to _val do {_data = "HiveEXT" callExtension _key;_result = call compile format ["%1",_data];call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];_retrader set [count _retrader,_result];};//diag_log ("HIVE: Streamed " + str(_val) + " objects");}; } forEach (_traderData select 0);};} forEach serverTraders;}; if (_hiveLoaded) then {// spawn_vehicles_vehLimit = MaxVehicleLimit - _totalvehicles;if(_vehLimit > 0) then {diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));for "_x" from 1 to _vehLimit do {[] spawn spawn_vehicles;};} else {diag_log "HIVE: Vehicle Spawn limit reached!";};}; // spawn_roadblocksdiag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));for "_x" from 1 to MaxDynamicDebris do {[] spawn spawn_roadblocks;};// spawn_ammosupply at server start 1% of roadblocksdiag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));for "_x" from 1 to MaxAmmoBoxes do {[] spawn spawn_ammosupply;};// call spawning mining veinsdiag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));for "_x" from 1 to MaxMineVeins do {[] spawn spawn_mineveins;}; if(isnil "dayz_MapArea") then {dayz_MapArea = 10000;};if(isnil "HeliCrashArea") then {HeliCrashArea = dayz_MapArea / 2;};if(isnil "OldHeliCrash") then {OldHeliCrash = false;}; // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]if(OldHeliCrash) then {_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;};if (isDedicated) then {// Epoch Events_id = [] spawn server_spawnEvents;// server cleanup[] spawn {private ["_id"];sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstartwaitUntil {!isNil "server_spawnCleanAnimals"};_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";}; // spawn debug box_debugMarkerPosition = getMarkerPos "respawn_west";_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];_vehicle_0 setPos _debugMarkerPosition;_vehicle_0 setVariable ["ObjectID","1",true]; // max number of spawn markersif(isnil "spawnMarkerCount") then {spawnMarkerCount = 10;};actualSpawnMarkerCount = 0;// count valid spawn marker positionsfor "_i" from 0 to spawnMarkerCount do {if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {actualSpawnMarkerCount = actualSpawnMarkerCount + 1;} else {// exit since we did not find any further markers_i = spawnMarkerCount + 99;}; };diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount]; endLoadingScreen;}; []execVM "\z\addons\dayz_server\WAI\init.sqf";allowConnection = true;sm_done = true;publicVariable "sm_done";};Get rid of the square brackets [] infront of the execVM line.execVM "\z\addons\dayz_server\WAI\init.sqf"; Are you able to attach your RPT file to a post? Or upload it to a dropbox? Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 RPT File from the last restart after taking the brackets out of the execVM statement: ===================================================================== == D:\DayZServer\Expansion\beta\arma2oaserver.exe == "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;" -nogui ===================================================================== Exe timestamp: 2014/07/28 21:43:38 Current time: 2014/10/21 15:12:49 Version 1.63.112555 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\' File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}' Unsupported language English in stringtable Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German> <English>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English> <Italian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian> <Spanish>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish> <French>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French> <Czech>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech> <Russian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian> <Polish>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish> <Hungarian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian> </Key> <Key ID="STR_VIL_AKS74UB_BS1_SHORT"> <German>Compact assault rifle with silenced grenade launcher<' Item STR_VIL_DN_BS1 listed twice Item STR_AUTHOR_VILAS listed twice Item STR_VIL_EASTERN listed twice Item STR_VIL_WEAPONS listed twice Item str_dss_10rnd_vss listed twice Item str_dss_20rnd_vss listed twice Item str_dn_20rnd_9x39_sp5_vss listed twice Item str_dn_ak_107_gl_pso listed twice Item str_dn_ak_107_kobra listed twice Item str_dn_M40A3 listed twice Item str_dn_rpk_74 listed twice Item str_ep1_dn_fn_fal listed twice Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/ Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/ Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/ Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/ Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/ Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/ Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/ Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/ Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/ Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/ 15:13:26 Server error: Player without identity [AMB]KnoX (id 1939978699) 15:13:31 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 15:13:34 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 15:13:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 15:13:34 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 15:13:34 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 15:13:38 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 15:13:38 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 15:13:39 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 15:13:39 "DayZ Epoch: MPframework inited" 15:13:39 Warning Message: No challenge value was received from the master server. 15:13:39 GameSpy QR2 error: 5, No challenge value was received from the master server. 15:13:40 "infiSTAR.de - Waiting for BIS_fnc_init..." 15:13:43 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 15:13:43 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 15:14:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!" 15:14:08 Warning Message: Script low_admins.sqf not found 15:14:08 Warning Message: Script normal_admins.sqf not found 15:14:08 Warning Message: Script super_admins.sqf not found 15:14:08 Warning Message: Script blacklist.sqf not found 15:14:08 "infiSTAR.de - iproductVersion: 11102014IAHAT335F | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,112555] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Overpoch_1" 15:14:08 "infiSTAR.de - _fnc_RandomGen: { _arr = ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4"]; _gen = "p"; for "_i" from 1 to 8 do {_gen = _gen + (_arr select (random ((count _arr)-1)));}; _gen = _gen + '_' + _gen; _gen }" 15:14:08 "infiSTAR.de - _randvar1: pim1epsbi_pim1epsbi" 15:14:08 "infiSTAR.de - _randvar2: pvdldyoew_pvdldyoew" 15:14:08 "infiSTAR.de - _randvar3: pwut32hql_pwut32hql" 15:14:08 "infiSTAR.de - _randvar4: pospcxxiu_pospcxxiu" 15:14:08 "infiSTAR.de - _randvar5: pvwkrrkue_pvwkrrkue" 15:14:08 "infiSTAR.de - _randvar6: ptz3ye3mp_ptz3ye3mp" 15:14:08 "infiSTAR.de - _randvar8: pdguhx3qq_pdguhx3qq" 15:14:08 "infiSTAR.de - _randvar9: pwyuqrjml_pwyuqrjml" 15:14:08 "infiSTAR.de - _randvar11: pk31msxmu_pk31msxmu" 15:14:08 "infiSTAR.de - _randvar12: pqbfgg4ra_pqbfgg4ra" 15:14:08 "infiSTAR.de - _randvar13: pyq2tbjfu_pyq2tbjfu" 15:14:08 "infiSTAR.de - _randvar19: pkj3gxu3v_pkj3gxu3v" 15:14:08 "infiSTAR.de - _randvar20: piv1pmmuu_piv1pmmuu" 15:14:08 "infiSTAR.de - _randvar26: ppwymhp1f_ppwymhp1f" 15:14:08 "infiSTAR.de - _randvar27: p2jmk2mhq_p2jmk2mhq" 15:14:08 "infiSTAR.de - _randvar27a: pvsj2w3eg_pvsj2w3eg" 15:14:08 "infiSTAR.de - _randvar28: phl4h1zx1_phl4h1zx1" 15:14:08 "infiSTAR.de - _randvar29: plbacptp1_plbacptp1" 15:14:08 "infiSTAR.de - _randvar30: p3vnzbqo1_p3vnzbqo1" 15:14:08 "infiSTAR.de - _randvar31: p2cacxkbf_p2cacxkbf" 15:14:08 "infiSTAR.de - _randvar10: PVAHR_0_qbgkbdxd_PVAHR_0_qbgkbdxd" 15:14:08 "infiSTAR.de - infiSTAR_DLL_PATH: " 15:14:08 "infiSTAR.de - AntiHack LOADED!" 15:14:08 "infiSTAR.de - CREATING AdminMenu" 15:14:08 "infiSTAR.de - ADDING PublicVariableEventHandlers" 15:14:08 "infiSTAR.de - AntiHack FULLY LOADED" 15:14:08 Warning Message: Script z\addons\dayz_server\missions\DayZ_Overwatch_1.Chernarus\dynamic_vehicle.sqf not found 15:14:08 "Res3tting B!S effects..." 15:14:09 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 15:14:11 Cannot create non-ai vehicle Land_P_radar, 15:14:11 Cannot create non-ai vehicle Land_Mil_Mil_Guardhouse, 15:14:11 Cannot create non-ai vehicle Land_BigHBarrier, 15:14:11 Cannot create non-ai vehicle Land_BigHBarrier, 15:14:11 Cannot create non-ai vehicle Land_dragonTeethBig, 15:14:11 Cannot create non-ai vehicle Land_Misc_WellPump, 15:14:11 Cannot create non-ai vehicle Land_phone_box, 15:14:11 Cannot create non-ai vehicle Land_PowerGenerator, 15:14:11 Cannot create non-ai vehicle Land_Heli_H_army, 15:14:11 Cannot create non-ai vehicle Land_runway_end15, 15:14:11 Cannot create non-ai vehicle Land_ChickenCoop, 15:14:11 Cannot create non-ai vehicle Land_fridge, 15:14:11 Cannot create non-ai vehicle Land_Kitchenstove_Elec, 15:14:11 Cannot create non-ai vehicle Land_Kitchenstove_Elec, 15:14:11 Cannot create non-ai vehicle Land_P_sink, 15:14:11 Cannot create non-ai vehicle Land_picture_a_04, 15:14:11 Cannot create non-ai vehicle Land_kitchen_table_a, 15:14:11 Cannot create non-ai vehicle Land_Misc_Hutch, 15:14:11 Cannot create non-ai vehicle Land_Misc_WellPump, 15:14:11 Cannot create non-ai vehicle Land_PowerGenerator, 15:14:11 Cannot create non-ai vehicle Land_runway_main, 15:14:11 Cannot create non-ai vehicle Land_runway_main_40, 15:14:11 Cannot create non-ai vehicle Land_runway_main_40, 15:14:11 Cannot create non-ai vehicle Land_runway_main_40, 15:14:11 Cannot create non-ai vehicle Land_runway_main, 15:14:11 Cannot create non-ai vehicle Land_runway_main, 15:14:11 Cannot create non-ai vehicle Land_runway_main, 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:11 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1, 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape 15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape 15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape 15:14:12 ca\misc\pallets_column.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 15:14:12 "HIVE: Starting" 15:14:12 "HIVE: trying to get objects" 15:14:12 "HIVE: found 307 objects" 15:14:12 "HIVE: Commence Object Streaming..." 15:14:12 "HIVE: got 0 Epoch Objects and 307 Vehicles" 15:14:15 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 15:14:15 UH1Y_DZE: ObsGun - unknown animation source ObsGun 15:14:17 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 15:14:17 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1' 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2' 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1' 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2' 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota' 15:14:18 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr' 15:14:18 "HIVE: Spawning # of Vehicles: 6" 15:14:18 "HIVE: Spawning # of Debris: 500" 15:14:18 "HIVE: Spawning # of Ammo Boxes: 3" 15:14:18 "HIVE: Spawning # of Veins: 50" 15:14:18 "Total Number of spawn locations 5" 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 Error in expression <Dedicated) exitWith { }; while {count AllowedVehiclesList > 0} do { _index = > 15:14:18 Error position: <AllowedVehiclesList > 0} do { _index = > 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 242 15:14:18 Error in expression <esList resize _lastIndex; }; if (count AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error position: <AllowedVehiclesList == 0) then { diag_lo> 15:14:18 Error Undefined variable in expression: allowedvehicleslist 15:14:18 File z\addons\dayz_server\init\server_functions.sqf, line 264 15:14:18 "DEBUG: Too many at [12238.8,9542.83]" 15:14:19 "infiSTAR.de - Player-Log: [AMB]KnoX(76561197996889258) - 0h 00min | ******ADMIN******" 15:14:23 "infiSTAR.de: AllowedVehiclesList not defined.." 15:14:36 "DEBUG: Too many at [3967.8,2627.92]" 15:14:38 "infiSTAR.de PlayerConnected: ["76561197996889258","[AMB]KnoX"]" 15:14:38 "infiSTAR.de PlayerConnected: ["","__SERVER__"]" 15:14:38 "EPOCH EVENTS INIT" 15:14:40 "DEBUG: Too many at [10447.6,2366.4]" 15:14:41 "DEBUG: Too many at [6365.76,2767.38]" 15:14:44 "TIME SYNC: Local Time set to [2013,8,3,13,14]" 15:14:45 "DEBUG VEIN: Too many objects at [6753.19,13473]" 15:15:00 "RUNNING EVENT: supply_drop on [2014,10,21,13,15]" 15:15:02 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]" 15:15:02 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 ([AMB]KnoX) REMOTE,"76561197996889258"]" 15:15:02 "infiSTAR.de ******ADMIN-LOGIN******: [AMB]KnoX(76561197996889258)" 15:17:59 "CLEANUP: INITIALIZING CLEANUP SCRIPT" Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 I don't know what to say. It should be working. Are you sure you're putting the dayz_server.pbo in the correct location on your server? Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 That's why I have my infistar and it seems to load fine. I'm putting it in @DayZ_Overpoch_Server\addons Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 That's why I have my infistar and it seems to load fine. I'm putting it in @DayZ_Overpoch_Server\addonsYou're trying to run Overpoch right?If you are it has to go into the @DayZ_Epoch_Server\addons folder. Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 Just noticed that my init.sqf is looking for a server monitor in dayz_code\system\server_monitor.sqf. Is that the one that I was supposed to edit and not the one in dayz_server.pbo? Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 You're trying to run Overpoch right? If you are it has to go into the @DayZ_Epoch_Server\addons folder. Oh... Let me try that. Link to comment Share on other sites More sharing options...
Soldat5155 Posted October 21, 2014 Report Share Posted October 21, 2014 You're trying to run Overpoch right? If you are it has to go into the @DayZ_Epoch_Server\addons folder. So when I run my server. It uses both @DayZ_Overpoch_server and @DayZ_Epoch_server? Link to comment Share on other sites More sharing options...
mimic Posted October 21, 2014 Report Share Posted October 21, 2014 So when I run my server. It uses both @DayZ_Overpoch_server and @DayZ_Epoch_server?No. It only uses the @DayZ_Epoch_Server.At least in my case. In all intents and purposes, you are running Epoch, with Overwatch stuff added. When it comes down to it though, it's Epoch. Not Overwatch. Link to comment Share on other sites More sharing options...
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