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[Release] Wicked AI 2.2.0


f3cuk

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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
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@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

};

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@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]"
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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. 
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@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.

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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";
};

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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]"

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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";

};

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?
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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: &lt'
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: &lt'
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: &lt'
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: &lt'
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: &lt'
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: &lt'
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: &lt'
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: &lt'
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&lt'
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"

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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.

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