hamthejam Posted June 26, 2015 Report Share Posted June 26, 2015 installed this version but no mission spawned, only static also added the 5 new missions. no rpt errors. any idea why? Link to comment Share on other sites More sharing options...
Bob_the_K Posted June 28, 2015 Report Share Posted June 28, 2015 No one's using SZC 3.0 (Single coin system) with the 2.2.0 final? Where one of the 3.3.0 beta posts earlier in this thread someone said to add these two lines: _cash = round(random 5) * 100; _unit setVariable["headShots",_cash,true]; in both Spawn_group.sqf and Spawn_static.sqf below : _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode ai_combatmode; _unit setBehaviour ai_behaviour; But there is no _unit setBehaviour ai_behaviour; in the latest release. And just putting them below _unit enableAI "FSM"; has no effect whatsoever - not even errors. Link to comment Share on other sites More sharing options...
Caveman Posted June 28, 2015 Report Share Posted June 28, 2015 installed this version but no mission spawned, only static also added the 5 new missions. no rpt errors. any idea why? If you installed the 5 new missions you should go install them again. There were some fixes and better instructions on how to add them. Link to comment Share on other sites More sharing options...
Buck0 Posted June 28, 2015 Report Share Posted June 28, 2015 No one's using SZC 3.0 (Single coin system) with the 2.2.0 final? Where one of the 3.3.0 beta posts earlier in this thread someone said to add these two lines: _cash = round(random 5) * 100; _unit setVariable["headShots",_cash,true]; in both Spawn_group.sqf and Spawn_static.sqf below : _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode ai_combatmode; _unit setBehaviour ai_behaviour; But there is no _unit setBehaviour ai_behaviour; in the latest release. And just putting them below _unit enableAI "FSM"; has no effect whatsoever - not even errors.For 3.0 your using the wrong currency variable The ones your trying to use are for souls version It also needs to go right after the script cleans the ai of all gear, put it just after that Link to comment Share on other sites More sharing options...
ElDubya Posted June 29, 2015 Report Share Posted June 29, 2015 No one's using SZC 3.0 (Single coin system) with the 2.2.0 final? Where one of the 3.3.0 beta posts earlier in this thread someone said to add these two lines: _cash = round(random 5) * 100; _unit setVariable["headShots",_cash,true]; in both Spawn_group.sqf and Spawn_static.sqf below : _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit setCombatMode ai_combatmode; _unit setBehaviour ai_behaviour; But there is no _unit setBehaviour ai_behaviour; in the latest release. And just putting them below _unit enableAI "FSM"; has no effect whatsoever - not even errors. spawn_group.sqf if (!_unarmed) then { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; _cash = round(random 20) * 1000; // number between 0 and 20 000 _unit setVariable["CashMoney",_cash ,true]; }; I didn't add coins to static gunners. Link to comment Share on other sites More sharing options...
Rupert Bandit Posted June 30, 2015 Report Share Posted June 30, 2015 Hey Guys, Absolutely love the mission system. Thanks so much for keeping a great AI system alive. Your hard work is indeed appreciated. I need some advice though. How can I code it so that an array of custom fixed spawn missions will spawn only once each per reset for WAI 2.2.0? I found a thread (), that deals with this problem for an earlier version, and I tried to adapt it the 2.2.0 but not having much success. Thanks for any help. Link to comment Share on other sites More sharing options...
Bob_the_K Posted July 1, 2015 Report Share Posted July 1, 2015 I'm getting an error in my server side .rpt file: 19:01:21 "WAI: Mayor loaded" 19:01:21 Error in expression }; _ret;> 19:01:21 Error position: <_ret;> 19:01:21 Error Undefined variable in expression: _ret 19:01:21 File z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf, line 24 19:01:21 Error in expression _magazine = _weapon call find_suitable_ammunition; > 19:01:21 Error position: <_weapon call find_suitable_ammunition; > 19:01:21 Error Undefined variable in expression: _weapon 19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 78 19:01:21 Error in expression _geartools = _aigear select 1; call { if(_skin == "random") > 19:01:21 Error position: call {if(_skin == "random") >19:01:21 Error Zero divisor19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 9119:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:21 Error Undefined variable in expression: _magazine19:01:21 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:21 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:21 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:22 Error Undefined variable in expression: _magazine19:01:22 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:22 "WAI: Initialising missions"19:01:22 Error in expression < from 1 to _mags do {_unit addMagazine _magazine;};_unit addweapon _weapon;_>19:01:22 Error position: <_magazine;};_unit addweapon _weapon;_>19:01:22 Error Undefined variable in expression: _magazine19:01:22 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14419:01:22 Error in expression };_unit addweapon _weapon;_unit selectWeapon _weapon;};>19:01:22 Error position: <_weapon;_unit selectWeapon _weapon;};>19:01:22 Error Undefined variable in expression: _weapon19:01:22 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 14619:01:22 Error in expression };{_unit addMagazine _x} count _gearmagazines;{_unit addweapon _x} >19:01:22 Error position: <_gearmagazines;{_unit addweapon _x} >19:01:22 Error Undefined variable in expression: _gearmagazines19:01:22 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 156 The only change I made was to add coins to the AI (WAI). This is the change I made in spawn_group.sqf and spawn_static.sqf: if (isNil "_mission") then { _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; }; removeAllWeapons _unit; removeAllItems _unit; _cash = round(random 5) * 100; _unit setVariable["CashMoney",_cash,true]; I added the cashmoney lines and it works perfectly. I've reinstalled the final 2.2.0 version several times now and get the same thing relative to my static missions each time. Here's my static mission file. I can't see anything wrong with it. I originally had the weapons as random and the backpack as random but in an effort to troubleshot, I made them fixed. Still no change. I get the same errors. Here's the mission file: if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here 3, // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ //MAYOR // [[22144.344, 19846.152, 0.001],1,"hard","Random",10,"Random","RU_Functionary1",3,"Bandit"] call spawn_group; diag_log "WAI: Mayor loaded"; //WALL [[22200.535, 19233.414, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default22",2,"Bandit"] call spawn_group; [[22170.758, 19268.355, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default27",2,"Bandit"] call spawn_group; [[22087.525, 19402.551, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default28",2,"Bandit"] call spawn_group; [[22012.635, 19549.02, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default11",2,"Bandit"] call spawn_group; [[21969.379, 19799.959, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default14",2,"Bandit"] call spawn_group; [[22132.943, 19998.055, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default9a",2,"Bandit"] call spawn_group; [[22293.195, 20148.699, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default22",2,"Bandit"] call spawn_group; [[22524.277, 20277.641, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default27",2,"Bandit"] call spawn_group; [[22805.9, 20207.092, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default11",2,"Bandit"] call spawn_group; [[23027.607, 19958.529, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default14",2,"Bandit"] call spawn_group; [[23125.289, 19651.629, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default9a",2,"Bandit"] call spawn_group; [[23142.666, 19426.102, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default22",2,"Bandit"] call spawn_group; [[23104.883, 19238.574, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default27",2,"Bandit"] call spawn_group; [[22937.314, 19093.746, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default11",2,"Bandit"] call spawn_group; [[22501.318, 19000.621, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default14",2,"Bandit"] call spawn_group; [[22320.965, 19119.047, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default9a",2,"Bandit"] call spawn_group; [[22895.33, 20122.66, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default22",2,"Bandit"] call spawn_group; [[22329.719, 20180.971, 0.001],1,"hard","ai_wep_assault",9,"DZ_Patrol_Pack_EP1","Mercenary_Default27",2,"Bandit"] call spawn_group; diag_log "WAI: Sentries Outside Wall loaded"; }; From the error, I'd guess it has something to do with the weapons list and/or the magazines that are defined in config.sqf. So far no luck solving this. Link to comment Share on other sites More sharing options...
ElDubya Posted July 1, 2015 Report Share Posted July 1, 2015 if (isNil "_mission") then { _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; }; removeAllWeapons _unit; removeAllItems _unit; if (sunOrMoon != 1) then { _unit addweapon "NVGoggles"; }; if (!_unarmed) then { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapon _weapon; _unit selectWeapon _weapon; _cash = round(random 20) * 100; // number between 0 and 20 000 _unit setVariable["CashMoney",_cash ,true]; }; if(_backpack != "none") then { _unit addBackpack _aipack; }; Link to comment Share on other sites More sharing options...
Bob_the_K Posted July 2, 2015 Report Share Posted July 2, 2015 Hi ElDubya, that didn't fix my error. But what effect does your change have on the coins on the AI since it had been working before? Just as a check, I backed out the lines that spawn coins on the AI and there's still no change to the error. It's exactly the same. Any significance to the fn_selectRandom.sqf error? I find it interesting that it is generating an error at all since I took all "Random"s out of the static script altogether. And only the first soldier in the file spawns in. Link to comment Share on other sites More sharing options...
Bob_the_K Posted July 2, 2015 Report Share Posted July 2, 2015 OK, I figured it out.... I had a specific number in the gearset position for some of my group spawns (as it says in the default.sqf). It turns out it doesn't like a specific number there. Changing all to "Random" worked. Old - didn't work: [[22200.535, 19233.414, 0.001],1,"hard","Random",9,"Random","Mercenary_Default22",3,"Bandit"] call spawn_group; New - works with no errors: [[22200.535, 19233.414, 0.001],1,"hard","Random",9,"Random","Mercenary_Default22","Random","Bandit"] call spawn_group; Link to comment Share on other sites More sharing options...
Jaxx24 Posted July 3, 2015 Report Share Posted July 3, 2015 So basically I installed the AI missions mod and it works great as in spawning missions and all but for some reason when I kill them with a weapon all of their gear disappears and when I go to the middle the mission does not complete. Any help? Thanks Link to comment Share on other sites More sharing options...
Bob_the_K Posted July 3, 2015 Report Share Posted July 3, 2015 I've just surfaced an issue with the 2.2.0 final release that I never noticed with the beta. I have a separate script that has a roving band of three helis circling the Tavi islands in a big double loop pattern. Recently, they have been attacking the AI at the missions. I put this - _spawnAISg14g setCaptive true; - on all my heli AI and my trader AI so they'll leave each other alone and that seems to work. But I'm not sure where to p tit (if anywhere) so the helis don't take out the mission before the helis do. Seems my code snippet works for the helis because the mission AI don't shoot at the helis. Just the helis taking out the mission. I do see this: if (ai_friendly_behaviour) then { while {({alive _x} count units _group) > 0} do { if (!_guarding) then { _position = getPosATL ((units _group) select 0); }; { _player = _x; if((isPlayer _player) && ((_player distance _position) <= 1200)) then { _agro = name _player in (_x getVariable ["Aggressors", []]); if (_player getVariable ["humanity", 0] < player_bandit) then { if ((_player distance _position < 120 && _guarding) || _agro) then { _player setCaptive false; } else { _player setCaptive true; }; }; }; } forEach playableUnits; sleep 1; }; }; in both the bandit_behaviour.sqf and hero_behaviour.sqf, but am not sure how to modify them so the helis will just fly by. I haven't been able to pin down whether this is happening for hero and bandit missions or just one type. Any ideas? Link to comment Share on other sites More sharing options...
stonedreality Posted July 8, 2015 Report Share Posted July 8, 2015 I have installed the new 2.2.0. My static mission loads but none from the mission system. No errors in RPT. Any ideas? Thanks NVM <--- Noob. Link to comment Share on other sites More sharing options...
Caveman Posted July 8, 2015 Report Share Posted July 8, 2015 So basically I installed the AI missions mod and it works great as in spawning missions and all but for some reason when I kill them with a weapon all of their gear disappears and when I go to the middle the mission does not complete. Any help? Thanks You should reinstall all the new missions again as of (July 7th 2015). Lots of fixes, updates and new missions added. Link to comment Share on other sites More sharing options...
FPSsean Posted July 10, 2015 Report Share Posted July 10, 2015 Missions not finishing and loot incompleteWAI Version 2.2.0 (Installed yesterday)World: ChernoMods: @Epoch1051Installed add-ons AI Related it's only WAICustom loot files StockProblem description Use default configs, everything looks great, kill all AI and the mission doesn't end, no AI have the key to the vehicle and every loot crate is empty.What i tried so far Originally used mod with modifications the config file to adjust things like timers etc, since reverted with no change. Have see post directly on top of mine and have again updated it and no change. Will paste in details below shortly.Config fileif(isServer) then { /* GENERAL CONFIG */ debug_mode = false; // enable debug use_blacklist = true; // use blacklist blacklist = [ [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top ]; /* END GENERAL CONFIG */ /* AI CONFIG */ ai_clear_body = false; // instantly clear bodies ai_clean_dead = true; // clear bodies after certain amount of time ai_cleanup_time = 7200; // time to clear bodies in seconds ai_clean_roadkill = false; // clean bodies that are roadkills ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying ai_bandit_combatmode = "RED"; // combatmode of bandit AI ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI ai_hero_combatmode = "RED"; // combatmode of hero AI ai_hero_behaviour = "COMBAT"; // behaviour of hero AI ai_friendly_behaviour = false; // make ai friendly towards comrades player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true ai_share_info = true; // AI share info on player position ai_share_distance = 300; // distance from killed AI for AI to share your rough position ai_kills_gain = true; // add kill to bandit/human kill score ai_humanity_gain = true; // gain humanity for killing AI ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy]; ai_static_useweapon = true; // Allows AI on static guns to have a loadout ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off) ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; ai_gear0 = [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]]; ai_gear1 = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]]; ai_gear2 = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]]; ai_gear3 = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]]; ai_gear4 = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]]; ai_gear_random = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4]; // Allows the possibility of random gear ai_wep_assault = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"]; // Assault ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"]; // Light machine guns ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"]; // Sniper rifles ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"]; ai_wep_launchers_AA = ["Strela","Igla","STINGER"]; ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"]; ai_special_skin = ["Functionary1_EP1_DZ"]; ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin]; ai_add_skin = true; // adds unit skin to inventory on death /* END AI CONFIG */ /* WAI MISSIONS CONFIG */ wai_mission_system = true; // use built in mission system wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"]; wai_avoid_missions = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers wai_avoid_traders = 750; // avoid spawning missions this close to traders wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled *** wai_avoid_road = 0; // avoid spawning missions this close to roads wai_avoid_water = 50; // avoid spawning missions this close to water wai_mission_timer = [30,900]; // time between missions 5-15 minutes wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out wai_clean_mission = true; // clean all mission buildings after a certain period wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%] wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%] wai_keep_vehicles = true; // save vehicles to database and keep them after restart wai_linux_server = false; // false = Windows (HiveExt.dll) true = Linux Server (writer.pl) has no effect when "wai_keep_vehicles = false;" wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime wai_players_online = 1; // number of players online before mission starts wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate wai_high_value_chance = 1; // chance in percent you find above mentioned item wai_enable_minefield = true; // enable minefields to better defend missions wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death // Missions wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only wai_hero_limit = 1; // define how many hero missions can run at once wai_bandit_limit = 1; // define how many bandit missions can run at once wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["patrol",10], ["black_hawk_crash",11], ["armed_vehicle",11], ["bandit_base",7], ["captured_mv22",6], ["ikea_convoy",7], ["destroyed_ural",10], ["disabled_milchopper",9], ["mayors_mansion",9], ["weapon_cache",10], ["bandit_patrol",10] ]; wai_bandit_missions = [ ["patrol",10], ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",6], ["broken_down_ural",12], ["hero_base",6], ["ikea_convoy",8], ["medi_camp",14], ["presidents_mansion",6], ["sniper_extraction",8], ["weapon_cache",10] ]; // Vehicle arrays armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"]; armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"]; civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"]; military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"]; cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"]; refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"]; civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"]; // Dynamic box array crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"]; crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"]; crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"]; crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"]; crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"]; crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"]; crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"]; crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"]; crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"]; crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"]; crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"]; crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"]; crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"]; crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"]; crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"]; crate_items_president = ["ItemDocument","ItemGoldBar10oz"]; crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"]; crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets]; /* END WAI MISSIONS CONFIG */ /* STATIC MISSIONS CONFIG */ static_missions = false; // use static mission file custom_per_world = false; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */ WAIconfigloaded = true; };Server RPT ===================================================================== == C:\TCAFiles\Users\gordon\7471\arma2oaserver.exe == "arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;" ===================================================================== Exe timestamp: 2015/06/25 15:50:06 Current time: 2015/07/11 12:58:19 Version 1.63.125548 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/ Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:31 Server error: Player without identity DJSean00 (id 331694388) 12:59:38 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 12:59:41 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 12:59:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 12:59:41 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 12:59:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 12:59:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 12:59:47 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 12:59:49 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 12:59:49 "DayZ Epoch: MPframework inited" 12:59:51 "infiSTAR.de - Waiting for BIS_fnc_init..." 12:59:56 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 12:59:56 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 13:00:46 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!" 13:00:46 Warning Message: Script low_admins.sqf not found 13:00:46 Warning Message: Script normal_admins.sqf not found 13:00:46 Warning Message: Script super_admins.sqf not found 13:00:46 Warning Message: Script blacklist.sqf not found 13:00:46 "infiSTAR.de - iproductVersion: 05-05-2015-v1403 | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11" 13:00:46 "infiSTAR.de - _fnc_RandomGen: { _abc = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a']; _gen = _abc select (random ((count _abc)-1)); _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']; for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));}; _gen }" 13:00:46 "infiSTAR.de - _simple: n2c1u6r4h1o1n4z1x8b5d6q" 13:00:46 "infiSTAR.de - _dialogIds: a1y8i1j3u736l7t6m2e8t" 13:00:46 "infiSTAR.de - _badtxts: e125s115x734r2k6o6u0b" 13:00:46 "infiSTAR.de - _randvar1: o0q2r4t8w0j3s0s2p24" 13:00:46 "infiSTAR.de - _randvar2: z8e1s6h2y236j1s3z6z226z" 13:00:46 "infiSTAR.de - _randvar0: q2u8q7e2x4u11743j1j1x6m" 13:00:46 "infiSTAR.de - _randvar3: c1j5v2p4m7g2d4k937e" 13:00:46 "infiSTAR.de - _randvar4: e6j2g1j4z6u8o6h6g5a6u7g" 13:00:46 "infiSTAR.de - _randvar5: x5b3h9e3j8a0q2z2j7p7x7v" 13:00:46 "infiSTAR.de - _randvar6: a3h231p2l6y4s9c1o4e5n8s8m" 13:00:46 "infiSTAR.de - _randvar8: y236l9x4m8x1t9s3o31" 13:00:46 "infiSTAR.de - _randvar11: y8x237z444z6u419v5m8x3s6y" 13:00:46 "infiSTAR.de - _randvar12: x0e642q7o211y5c316f8m" 13:00:46 "infiSTAR.de - _randvar13: a1s7c033b4e532v0n1e5v1g4s" 13:00:46 "infiSTAR.de - _randvar19: w4j4l5s2z224g414v6p" 13:00:46 "infiSTAR.de - _randvar20: s6y835i143g7v3h8o1t745p8x" 13:00:46 "infiSTAR.de - _randvar21: m6q4n2g0t1q3u2b5c7h6g2q7h" 13:00:46 "infiSTAR.de - _randvar27: w032c933l6u3p2q334l4f" 13:00:46 "infiSTAR.de - _randvar26: q6y1x8j2l8w2x5l7c5s5k" 13:00:46 "infiSTAR.de - _randvar25: p433w3y5i3i523v2m5z2p" 13:00:46 "infiSTAR.de - _randvar28: m5a4w223y4u12335z3c8u7s" 13:00:46 "infiSTAR.de - _randvar29: a5p7d3j6m7h9h3t1u0z3j7a8o" 13:00:46 "infiSTAR.de - _randvar30: r0q1j9u1h3j8m4h7k2q2m" 13:00:46 "infiSTAR.de - _randvar31: n7s8s5101710w5b1j7h1l8p" 13:00:46 "infiSTAR.de - _randvar32: n7p4k6n710q2e7b8q8j2y" 13:00:46 "infiSTAR.de - _randvar33: i5n2b818v8q924c8l6o" 13:00:46 "infiSTAR.de - _randvar34: a0y2i3e8j1c0n322e7h" 13:00:46 "infiSTAR.de - _randvar35: o5l2v8z1j73738m5b5o5p1n" 13:00:46 "infiSTAR.de - _randvar36: d6z3d5n6o6z5c7q1y722o" 13:00:46 "infiSTAR.de - _randvar37: x0d6v6q0u5z8n6k7i8u3h" 13:00:46 "infiSTAR.de - _randvar38: p7x2a5k1e1p3w7f634h843h5k" 13:00:46 "infiSTAR.de - _randvar39: r0k823r1x6l1h0l4b2x4k" 13:00:46 "infiSTAR.de - _randvar40: t3i9s429o7q917r7z6s3z" 13:00:46 "infiSTAR.de - _fnc_handlerandvar10: q4r7m1n9a5d3t329n7f" 13:00:46 "infiSTAR.de - _remark: o3l3c9y0b3a5e5e616m" 13:00:46 "infiSTAR.de - _AHpos: d5x737t426v9r6f3m7n" 13:00:46 "infiSTAR.de - _loadedcheckpos: w3u8m6k2p5z814z4q427x" 13:00:46 "infiSTAR.de - _loadedchecktime: v8l3g3a2s638j5y5o1a3m" 13:00:46 "infiSTAR.de - _MenuChecksRunningx: l9u8l7m6s6t8o6z9j0i7r3v" 13:00:46 "infiSTAR.de - _oneachframe: v116x5f7h6u1h7g1f5r8x53" 13:00:46 "infiSTAR.de - _anotherloop: r6i412i1b0v5c1w5i2g" 13:00:46 "infiSTAR.de - _clientoncetwo: j5y2q6o7x0y2h6n0f3x917h" 13:00:46 "infiSTAR.de - _lastUnlock: o4f637q7u6k011o3w6h7a2r" 13:00:46 "infiSTAR.de - _AdminReqCheck: m8p436r2h223o5b3j8i8x5x" 13:00:46 "infiSTAR.de - _antidupeCheckVar: y3m9w3p5u4g3k825d4b7m61" 13:00:46 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_f5q1y6p7a2d2e234e9b5k" 13:00:46 "infiSTAR.de - _antidupePVResVar: PVAHR_0_l7h322o9l0r2u138v9l7p" 13:00:46 "infiSTAR.de - _randvar50910: PVAHR_0_i4s7d5v9n436o7p8r1u7s7p3i" 13:00:46 "infiSTAR.de - AntiHack LOADED!" 13:00:46 "infiSTAR.de - CREATING AdminMenu" 13:00:46 "infiSTAR.de - ADDING PublicVariableEventHandlers" 13:00:46 "infiSTAR.de - AntiHack FULLY LOADED" 13:00:46 "<infiSTAR.de> Locality of unit B 1-1-A:2(FunctionsManager) transfered to Client." 13:00:46 "<infiSTAR.de> Locality of unit B 1-1-A:1 (DJSean00) REMOTE(Survivor1_DZ) transfered to Client." 13:00:46 "<infiSTAR.de> Locality of unit B 1-1-A:2(FunctionsManager) transfered to Client." 13:00:47 Warning Message: Script z\addons\dayz_server\Maps\basedor.sqf not found 13:00:47 BIKE: loading version 2.5.1 ... 13:00:48 BIKE: adding bike to safe vehicle list... 13:00:48 "Res3tting B!S effects..." 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:48 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:49 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 13:00:49 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 13:00:49 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 13:00:49 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1, 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:00:50 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:00:50 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:00:50 ca\misc\pallets_column.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 Cannot create non-ai vehicle Land_Misc_Cargo2A, 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 class HitPoints::HitLF2Wheel not found in policecar 13:00:50 class HitPoints::HitRF2Wheel not found in policecar 13:00:50 class HitPoints::HitLMWheel not found in policecar 13:00:50 class HitPoints::HitRMWheel not found in policecar 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:50 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 13:00:51 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 13:00:53 No speaker given for Niclas Weber 13:00:53 No speaker given for Carlos Hirasaki 13:00:53 "infiSTAR.de - Player-Log: DJSean00(76561197960561678) - 0h 00min | ******ADMIN******" 13:00:54 No speaker given for Simon Brown 13:00:54 Error in expression <.8145]; }; _vehicle_988 = objNull; if (CS_addSafeZones) then { _this = createVe> 13:00:54 Error position: <CS_addSafeZones) then { _this = createVe> 13:00:54 Error Undefined variable in expression: cs_addsafezones 13:00:54 File z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf, line 3537 13:00:54 "HIVE: Starting" 13:00:54 "HIVE: trying to get objects" 13:00:59 "HIVE: found 349 objects" 13:00:59 "HIVE: Commence Object Streaming..." 13:00:59 "HIVE: got 19 Epoch Objects and 330 Vehicles" 13:01:00 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 13:01:00 UH1Y_DZE: ObsGun - unknown animation source ObsGun 13:01:00 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 13:01:00 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 13:01:29 "infiSTAR.de PlayerConnected: ["76561197960561678","DJSean00"]" 13:01:36 "infiSTAR.de PlayerConnected: ["76561197987469123","The Beast v2"]" 13:01:36 "infiSTAR.de - Player-Log: The Beast v2(76561197987469123) - 0h 00min" 13:01:37 "infiSTAR.de PlayerConnected: ["","__SERVER__"]" 13:01:38 "[AGN] Starting Trader City Safezone Commander!" 13:01:38 "Error: Attempting to start AGN products on a server where it should not be!" 13:01:45 "HIVE: Spawning # of Vehicles: 8" 13:01:45 "HIVE: Spawning # of Debris: 500" 13:01:45 "HIVE: Spawning # of Ammo Boxes: 3" 13:01:45 "HIVE: Spawning # of Veins: 50" 13:01:45 "Total Number of spawn locations 5" 13:01:46 "EPOCH EVENTS INIT" 13:01:56 "DEBUG: Too many at [4126.62,8766.59]" 13:01:57 "DEBUG: Too many at [4332.41,11002.7]" 13:01:58 "DEBUG: Too many at [5014.91,9970.94]" 13:02:09 "DEBUG VEIN: Too many objects at [6892.7,4919.35]" 13:02:20 Server: Object 3:23 not found (message 89) 13:02:20 Server: Object 3:24 not found (message 94) 13:02:20 Server: Object 4:18 not found (message 94) 13:02:20 Server: Object 4:17 not found (message 89) 13:02:20 Unit 2:11 not found, cannot update 13:02:20 "TIME SYNC: Local Time set to [2013,8,3,13,2]" 13:02:22 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (DJSean00) REMOTE,"76561197960561678"]" 13:02:22 "infiSTAR.de ******ADMIN-LOGIN******: DJSean00(76561197960561678)" 13:02:22 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (DJSean00) REMOTE,"76561197960561678"]" 13:02:30 "PUBLISH: Attempt 2c91e080# 1062950: ch_47f.p3d" 13:02:30 "HIVE: WRITE: "CHILD:308:11:CH_47F_EP1_DZE:0:0:[46,[12835.4,13423.7,0.137047]]:[]:[["mala vrtule",0.0951981],["velka vrtule",0.6807],["NEtrup",0.0263052],["motor",0.669525],["elektronika",0.707111],["munice",0.523412],["sklo predni P",0.713603],["sklo predni L",0.00303062],["glass1",0.426636],["glass2",0.270832],["glass3",0.550485],["glass4",0.336919],["glass5",0.410295],["glass6",0.483158]]:0.393422:128354134237146:"" 13:02:30 "PUBLISH: Attempt 32c10100# 1062951: datsun_pk.p3d" 13:02:30 "PUBLISH: Attempt 2ef810c0# 1062952: mh6j.p3d" 13:02:30 "HIVE: WRITE: "CHILD:308:11:MH6J_DZ:0:0:[131,[3258.72,8842.57,0.000732422]]:[]:[["glass1",0.997656],["glass2",0.857107],["glass3",0.0430144],["glass4",0.720639],["glass5",0.211935],["NEtrup",0.219155],["motor",0.213978],["elektronika",0.133761],["mala vrtule",0.801404],["velka vrtule",0.159243],["munice",0.926857],["sklo predni P",0.155692],["sklo predni L",0.196306],["glass6",0.286332]]:0.558397:32587884260131:"" 13:02:31 "PUBLISH: Attempt 340d7040# 1062954: uh1h.p3d" 13:02:31 "HIVE: WRITE: "CHILD:308:11:UH1H_DZE:0:0:[159,[918.14,4626.82,0.0289993]]:[]:[["glass1",0.91778],["glass2",0.165596],["glass3",0.259876],["glass4",0.192994],["glass5",0.0665505],["NEtrup",0.840028],["motor",0.474123],["elektronika",0.791241],["mala vrtule",0.410495],["velka vrtule",0.666366],["munice",0.746744],["sklo predni P",0.0380255],["sklo predni L",0.0873577],["glass6",0.451964]]:0.414683:9181462680159:"" 13:02:41 "HIVE: WRITE: "CHILD:308:11:Pickup_PK_TK_GUE_EP1_DZE:0:0:[91,[12000.6,3523.96,0.00529385]]:[]:[["motor",0.429993],["sklo predni P",0.745869],["sklo predni L",0.817084],["karoserie",0.35888],["palivo",0.43325],["wheel_1_1_steering",0.233727],["wheel_2_1_steering",0.440855],["wheel_1_4_steering",0.108776],["wheel_2_4_steering",0.503828],["wheel_1_3_steering",0.214566],["wheel_2_3_steering",0.854521],["wheel_1_2_steering",0.126013],["wheel_2_2_steering",0.71052],["glass1",0.157909],["glass2",0.71175],["glass3",0.589728],["glass4",0.404726]]:0.458671:12000635240091:"" 13:02:41 "PUBLISH: Attempt 34a83040# 1062969: hilux1_civil_3_open.p3d" 13:02:42 "PUBLISH: Attempt 2a0550c0# 1062831: m997a2_ambulance.p3d" 13:02:42 "HIVE: WRITE: "CHILD:308:11:HMMWV_Ambulance:0:0:[124,[12640.9,5727.42,0.0590439]]:[]:[["glass1",0.499155],["glass2",0.635698],["glass3",0.433873],["glass4",0.868296],["wheel_1_1_steering",0.123955],["wheel_1_2_steering",0.719632],["wheel_2_1_steering",0.551462],["wheel_2_2_steering",0.51152],["fueltank",0.735758],["engine",0.0313009],["sklo predni P",0.376294],["sklo predni L",0.28518],["karoserie",0.11683],["wheel_1_4_steering",0.690498],["wheel_2_4_steering",0.294116],["wheel_1_3_steering",0.902984],["wheel_2_3_steering",0.16494]]:0.738701:126409572741124:"" 13:02:43 "WAI: AI Config File Loaded" 13:02:52 "PUBLISH: Attempt 34a810c0# 1062982: usec_ch53_e.p3d" 13:02:52 "HIVE: WRITE: "CHILD:308:11:CH53_DZE:0:0:[91,[9806.45,13976.5,0.247459]]:[]:[["NEtrup",0.536348],["palivo",0.941341],["motor",0.683865],["elektronika",0.977499],["mala vrtule",0.696396],["velka vrtule",0.167118],["munice",0.328366],["sklo predni P",0.327271],["sklo predni L",0.612362],["glass1",0.48648],["glass2",0.21542],["glass3",0.597165],["glass4",0.683348],["glass5",0.246591],["glass6",0.662673]]:0.257678:98064139765291:"" 13:02:52 "HIVE: WRITE: "CHILD:308:11:hilux1_civil_3_open_EP1:0:0:[109,[11693.9,12596.4,0.039093]]:[]:[["motor",0.882853],["sklo predni P",0.775473],["sklo predni L",0.0260177],["karoserie",0.486737],["palivo",0.380187],["wheel_1_1_steering",0.206448],["wheel_2_1_steering",0.753254],["wheel_1_4_steering",0.0913903],["wheel_2_4_steering",0.53289],["wheel_1_3_steering",0.779361],["wheel_2_3_steering",0.521117],["wheel_1_2_steering",0.66456],["wheel_2_2_steering",0.3753],["glass1",0.162817],["glass2",0.225014],["glass3",0.284533],["glass4",0.421469]]:0.994607:1169391259640109:"" 13:02:54 "WAI: AI Monitor Started" 13:03:02 "HIVE: WRITE: "CHILD:388:128354134237146:"" 13:03:02 "HIVE: WRITE: "CHILD:388:12000635240091:"" 13:03:02 "HIVE: WRITE: "CHILD:388:32587884260131:"" 13:03:03 "HIVE: WRITE: "CHILD:388:9181462680159:"" 13:03:13 "CUSTOM: Selected "391"" 13:03:13 "CUSTOM: Selected "393"" 13:03:13 "CUSTOM: Selected "392"" 13:03:13 "HIVE: WRITE: "CHILD:388:1169391259640109:"" 13:03:14 "HIVE: WRITE: "CHILD:388:126409572741124:"" 13:03:14 "CUSTOM: Selected "394"" 13:03:17 No player found for channel 813942016 - message ignored 13:03:24 "HIVE: WRITE: "CHILD:388:98064139765291:"" 13:03:24 "CUSTOM: Selected "397"" 13:03:24 "CUSTOM: Selected "395"" 13:03:26 "WAI: Mission Config File Loaded" 13:03:34 "CUSTOM: Selected "396"" 13:03:37 "WAI: Starting AI Missions Moniter" 13:04:56 "0 Active ground units" 13:04:56 "0 Active emplacement units" 13:04:56 "0 Active chopper patrol units (Crew)" 13:05:03 "DELETE: B 1-1-B:1 (The Beast v2) REMOTE Deleted by ID: 380" 13:05:06 "0 Active vehicle patrol units (Crew)" 13:05:16 Warning Message: File z\addons\dayz_server\system\server_cleanup.fsm, line 239: Config: '"' expected after if (DZE_DiagFpsFast) then { call dze_diag_fps; }; [] spawn server_spawnCleanLoot; // set player save time based on server performance diag_tickTime; _lastCleanupGroups = diag_tickTime; _lastCleanupNull = diag_tickTime; _lastCleanup900 = diag_tickTime; 13:05:16 File z\addons\dayz_server\system\server_cleanup.fsm, line 241: '/FSM/States/cleanup_loot.init': Missing ';' at the end of line 13:05:16 Error context *%FSM</STATEINIT""">*/; 13:05:16 Warning Message: File z\addons\dayz_server\system\server_cleanup.fsm, line 241: '/FSM/States/cleanup_loot.': '/' encountered instead of '=' 13:05:16 Warning Message: Config : some input after EndOfFile. 13:05:33 "PUBLISH: Created CH_47F_EP1_DZE with ID "128354134237146"" 13:05:43 "PUBLISH: Created MH6J_DZ with ID "32587884260131"" 13:05:43 "PUBLISH: Created UH1H_DZE with ID "9181462680159"" Link to comment Share on other sites More sharing options...
stonedreality Posted July 10, 2015 Report Share Posted July 10, 2015 I have WAI 2.2.0 installed and working, however after about an hour of server uptime missions stop spawning. No errors anywhere. Anyone offer any advice? Thanks Link to comment Share on other sites More sharing options...
FPSsean Posted July 11, 2015 Report Share Posted July 11, 2015 Anyone know any suggestions? pulling my hair out here lol Link to comment Share on other sites More sharing options...
Havoc302 Posted July 13, 2015 Report Share Posted July 13, 2015 Anyone know any suggestions? pulling my hair out here lol You've got two completely unrelated problems you need to fix first, look to your RPT, it clearly points out the lines that are erroring. Link to comment Share on other sites More sharing options...
HeroeZGaming Posted July 13, 2015 Report Share Posted July 13, 2015 For those not following the *New Missions* thread, this was solved by setting _CUF to false in Infistar. Just so everyone that has not been following the AI threads knows. Link to comment Share on other sites More sharing options...
Hux Posted July 16, 2015 Report Share Posted July 16, 2015 I was wondering if it's possible to get the static AI spawns to patrol a specified radius? I remember an older version of WAI had this and you could set the radius for the AI patrol. Right now the AI just stay in one spot. Thank you. Link to comment Share on other sites More sharing options...
Green_Thumb Posted July 17, 2015 Report Share Posted July 17, 2015 Cant insert Overwatch weapons to AI WAI Version 2.2.0 (Installed yesterday)World: ChernoMods: @Epoch @DayZOverwatchInstalled add-ons AI Related it's only WAICustom loot files Overpoch Hi guys, i cant really insert Overwatch weapons to AI. I tried to insert both methods. 1. ai_wep_assault = [["RH_hk416"],["RH_hk416s"],["RH_hk416saim"],["RH_hk416seotech"] 2. ai_wep_assault = [["RH_hk416aim","30Rnd_556x45_Stanag"],["RH_hk417","RH_20Rnd_762x51_hk417"], with both i get this error in RPT: 2:25:37 "WAI: AI Config File Loaded" 2:25:37 "WAI: AI Monitor Started" 2:25:37 "WAI: Initialising static missions" 2:25:37 "WAI: Initialising missions" 2:25:37 Error in expression < = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); if (count _> 2:25:37 Error position: <>> _weapon >> "magazines"); if (count _> 2:25:37 Error >>: Type Array, expected String 2:25:37 File z\addons\dayz_server\WAI\compile\functions.sqf, line 7 2:25:37 Error in expression < = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); if (count _> 2:25:37 Error position: <>> _weapon >> "magazines"); if (count _> 2:25:37 Error >>: Type Array, expected String 2:25:37 File z\addons\dayz_server\WAI\compile\functions.sqf, line 7 Link to comment Share on other sites More sharing options...
RedLink Posted July 17, 2015 Report Share Posted July 17, 2015 Here is my config WAI 2.2.0 for Overpoch ai_wep_assault = ["RH_hk417sdsp","RH_hk416sglacog","RH_hk417sgl","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_SNW_IRN","vil_Galil_arm","FHQ_ACR_SNW_G33","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_WDL_HWS","RH_hk417sdaim","RH_m1stshd","RH_hk416sglaim","vil_SR25SD"]; // Assault ai_wep_machine = ["vil_RPD","MK_48_DZ","M249_m145_EP1_DZE","Pecheneg_DZ","m240_scoped_EP1_DZE"]; // Light machine guns ai_wep_sniper = ["vil_SR25","vil_SVDK","M110_NVG_EP1","vil_SVD_63","FHQ_RSASS_TAN","DMR","vil_M110sd"]; // Sniper rifles Link to comment Share on other sites More sharing options...
Green_Thumb Posted July 17, 2015 Report Share Posted July 17, 2015 Here is my config WAI 2.2.0 for Overpoch ai_wep_assault = ["RH_hk417sdsp","RH_hk416sglacog","RH_hk417sgl","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_SNW_IRN","vil_Galil_arm","FHQ_ACR_SNW_G33","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_WDL_HWS","RH_hk417sdaim","RH_m1stshd","RH_hk416sglaim","vil_SR25SD"]; // Assault ai_wep_machine = ["vil_RPD","MK_48_DZ","M249_m145_EP1_DZE","Pecheneg_DZ","m240_scoped_EP1_DZE"]; // Light machine guns ai_wep_sniper = ["vil_SR25","vil_SVDK","M110_NVG_EP1","vil_SVD_63","FHQ_RSASS_TAN","DMR","vil_M110sd"]; // Sniper rifles Thanks! This just work fine Link to comment Share on other sites More sharing options...
Green_Thumb Posted July 18, 2015 Report Share Posted July 18, 2015 fixed Link to comment Share on other sites More sharing options...
Hux Posted July 18, 2015 Report Share Posted July 18, 2015 Hi has any one got the patrol mission working on Tavi: I changed my coord in the file as follows: _pos_location = [ ["Nizhina",[17502.9,5639.89,0]], ["Stari Sad",[17467.4,6477.1,0]], ["Byelov",[17185.8,7437.08,0]], ["Kopech",[6812.5,8415.88,0]], ["Sabina",[15740.6,8986.39,0]], ["Sabina",[15111.5,9580.55,0]], ["Novy Bor",[14479.9,11313.9,0]], ["Solibor",[14033.6,12194.3,0]], ["Doriyanov",[12824.8,13494.9,0]], ["Lyepestok",[11418.5,15273.3,0]], ["N Airfield",[11184.59,12500.909,0]], ["NE Airfield",[10809,17614.4,0]], ["Yaroslav",[9921.48,19690.6,0]] But Vehicle spawns no where near the first Position and wont move. Thanks MegaZ also a little typo on that mission ? diag_log format["WAI: [Mission:[Hero] Armed Vehicle]: Ended at %1",_position]; shouldn't that be Patrol ?? I'm wondering about this Patrol mission. I'm running a Lingor 1.5 server. Can I just use town names from Lingor and the coords for them? Is it just that simple? Thank you. Link to comment Share on other sites More sharing options...
Recommended Posts