Hux Posted February 8, 2016 Report Share Posted February 8, 2016 16 minutes ago, R4id3n84 said: Heyho So i installed latest release on my Namalsk Overpoch server which is in Testing The missions are taking ages to spawn and the bandit missions don't always shoot at players which i've never seen before Any idea what could be causing this ? Have you looked at the settings in your config? You can change the timing of mission spawns in your config and it might also have to do with server fps. Are you maybe using skins that might look friendly to your mission AI? Link to comment Share on other sites More sharing options...
ElDubya Posted February 8, 2016 Report Share Posted February 8, 2016 1 hour ago, R4id3n84 said: Heyho So i installed latest release on my Namalsk Overpoch server which is in Testing The missions are taking ages to spawn and the bandit missions don't always shoot at players which i've never seen before Any idea what could be causing this ? Do you have bloodsuckers on this server? Link to comment Share on other sites More sharing options...
Hux Posted February 9, 2016 Report Share Posted February 9, 2016 59 minutes ago, ElDubya said: Do you have bloodsuckers on this server? Do bloodsuckers affect it? Link to comment Share on other sites More sharing options...
ElDubya Posted February 9, 2016 Report Share Posted February 9, 2016 I seem to remember having to mess around with bloodsucker and AI factions in order to get bloodsuckers attacking players and not AI, and players to be attacked by AI. In the end, my server kept displaying friendly fire messages whenever bloodsuckers were shot, but it all worked so I coped with it because I was sick of messing around with it :) Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 10, 2016 Report Share Posted February 10, 2016 Yes i have bloodsuckers and i have the warm clothing etc its very odd coz sometimes even the roaming ai which is a different mod they don't attack players Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 10, 2016 Report Share Posted February 10, 2016 Think it may have something to do with the warm clothing ? Is their an array i can add to wicked ai so they shoot at you with the warm clothing ? Link to comment Share on other sites More sharing options...
Jyggs Posted February 26, 2016 Report Share Posted February 26, 2016 Problem: Radio sound queue is being repeated. WAI Version: 2.2.0 World: Chernarus (Instance 11) Mods: @Epoch1051, @Overwatch <--- (or overpoch like everyone calls it) Installed Addons: WAI 2.2.0, DZAI and DZMS Custom loot: None Problem Description: I'm using the client radio addon for WAI. I've noticed that for some reasons the radio sound queue when a mission spawns repeats more than once. The problem seems to occur when another player is near myself. I can hear the sound queue my radio makes when a mission spawn, but it gets repeated for every player close to me. (and it has the distance fade thing and all) Is this normal, or is there a way to just make it so only I can hear it and not have it repeat upon another player on my proximity? What I tried so far: Changing the audio file and the volume for it in game..... nothing seems to work. Config file: config.sqf Spoiler if(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 = 1800; // time to clear bodBies in seconds ai_clean_roadkill = false; // clean bodies that are roadkills ai_roadkill_damageweapon = 100; // 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 = 20; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 20; // amount of humanity lost for killing a hero AI ai_special_humanity = 50; // amount of humanity gain or loss for killing a special AI dependant on player alignment ai_coin_award = true; // gain Money for killing AI 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 /* AI Cache Units */ ai_cache_units = false; /**Range for Re-Activation*************/ /****** Default: 800 ******************/ ai_cache_units_reactivation_range = 800; /**Time untill units are Frozen again**/ /************* Default: 30 ************/ ai_cache_units_refreeze = 30; /****** Log Actions to RPT File? ******/ /*********** Default: true ************/ ai_cache_units_freeze_log = true; /******** Unassign Waypoints? ********/ /*********** Default: false ***********/ ai_cache_units_unassign_waypoints = false; /******** Randomize Position? ********/ /******** Distance to Randomize *******/ /*********** Default: true ************/ /*********** Distance: 20 *************/ ai_cache_units_randomize_position = true; ai_cache_units_randomize_distance = 20; /********** Hide un-used AI? *********/ /*********** Default: true ************/ ai_cache_unites_hide_ai = true; /* AI Cache Units End */ /* 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 = false; // 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 = 90; // 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",3], ["black_hawk_crash",3], ["armed_vehicle",7], ["bandit_base",6], ["captured_mv22",3], ["ikea_convoy",6], ["destroyed_ural",5], ["disabled_milchopper",3], ["mayors_mansion",4], ["weapon_cache",6], ["bandit_patrol",4], ["gem_tower",2], ["cannibal_cave",4], ["crop_raider",4], ["drone_pilot",5], ["slaughter_house",4], ["drugbust",4], ["armybase",2], ["abandoned_trader",5], ["lumberjack",4], ["tankcolumn",4], ["macdonald",5], ["radioshack",4], ["junkyard",3] ]; wai_bandit_missions = [ ["patrol",3], ["armed_vehicle",7], ["black_hawk_crash",3], ["captured_mv22",2], ["broken_down_ural",5], ["hero_base",4], ["ikea_convoy",6], ["medi_camp",7], ["presidents_mansion",4], ["sniper_extraction",3], ["weapon_cache",6], ["gem_tower",2], ["cannibal_cave",4], ["crop_raider",4], ["drone_pilot",5], ["slaughter_house",4], ["drugbust",4], ["armybase",2], ["abandoned_trader",5], ["lumberjack",4], ["tankcolumn",4], ["macdonald",5], ["radioshack",4], ["junkyard",3] ]; // 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_items_crop_raider = ["ItemKiloHemp"]; crate_items_gem_tower = ["ItemRuby","ItemEmerald","ItemSapphire"]; 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 RTP Spoiler ===================================================================== == D:\Epoch Server\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=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;" ===================================================================== Exe timestamp: 2015/12/28 01:35:13 Current time: 2016/02/26 00:05:34 Version 1.63.131129 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\' File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}' Unsupported language English in stringtable Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German> <English>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English> <Italian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian> <Spanish>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish> <French>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French> <Czech>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech> <Russian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian> <Polish>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish> <Hungarian>From world.guns.ru: <' Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian> </Key> <Key ID="STR_VIL_AKS74UB_BS1_SHORT"> <German>Compact assault rifle with silenced grenade launcher<' Item STR_VIL_DN_BS1 listed twice Item STR_AUTHOR_VILAS listed twice Item STR_VIL_EASTERN listed twice Item STR_VIL_WEAPONS listed twice Item str_dss_10rnd_vss listed twice Item str_dss_20rnd_vss listed twice Item str_dn_20rnd_9x39_sp5_vss listed twice Item str_dn_ak_107_gl_pso listed twice Item str_dn_ak_107_kobra listed twice Item str_dn_M40A3 listed twice Item str_dn_rpk_74 listed twice Item str_ep1_dn_fn_fal listed twice Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/ Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/ Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/ Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/ Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/ Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/ Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/ Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/ Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/ Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/ Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/ Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/ Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/ Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/ Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/ Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/ 0:05:39 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 0:05:40 Connected to Steam servers 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:43 Server error: Player without identity Jyggs (id XXXXXXXXX) 0:05:59 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire 0:06:02 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 0:06:02 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 0:06:02 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 0:06:02 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 0:06:05 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 0:06:05 "DayZ Epoch: MPframework inited" 0:06:07 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:07 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 0:06:16 BIKE: loading version 2.5.1 ... 0:06:16 BIKE: adding bike to safe vehicle list... 0:06:17 "Admin Tools: config.sqf loaded" 0:06:17 "Admin Tools: variables.sqf loaded" 0:06:17 "Res3tting B!S effects..." 0:06:17 No owner 0:06:17 Cannot create non-ai vehicle as_Land_Lamp_Small_EP1, 0:06:17 No owner 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape 0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape 0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape 0:06:17 ca\misc\pallets_column.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 No owner 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:17 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:18 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 0:06:18 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 0:06:18 "HIVE: Starting" 0:06:18 "HIVE: trying to get objects" 0:06:18 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:18 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape 0:06:18 "HIVE: found 309 objects" 0:06:18 "HIVE: Commence Object Streaming..." 0:06:19 "HIVE: got 0 Epoch Objects and 309 Vehicles" 0:06:20 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 0:06:20 UH1Y_DZE: ObsGun - unknown animation source ObsGun 0:06:20 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 0:06:20 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 0:06:22 "HIVE: Vehicle Spawn limit reached!" 0:06:22 "HIVE: Spawning # of Debris: 200" 0:06:22 "HIVE: Spawning # of Ammo Boxes: 3" 0:06:22 "HIVE: Spawning # of Veins: 50" 0:06:22 "Total Number of spawn locations 0" 0:06:22 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI." 0:06:22 "[DZAI] Reading DZAI configuration file." 0:06:22 "[DZAI] DZAI configuration file loaded." 0:06:22 "[DZAI] Compiling DZAI functions." 0:06:22 "[DZAI] DZAI functions compiled." 0:06:22 "[DZAI] Epoch classnames loaded." 0:06:22 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true." 0:06:22 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: true. Land: true." 0:06:22 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false." 0:06:22 "[DZAI] DZAI loading completed in 0.0330009 seconds." 0:06:23 "EPOCH EVENTS INIT" 0:06:23 "DEBUG: Too many at [4487.73,8247.12]" 0:06:26 "DEBUG VEIN: Too many objects at [4828.18,7472.88]" 0:06:26 "DEBUG VEIN: Too many objects at [11974,7086.84]" 0:06:29 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found 0:06:29 "WAI: AI Config File Loaded" 0:06:30 "WAI: AI Monitor Started" 0:06:30 "WAI: Initialising missions" 0:06:35 Server: Object 3:14 not found (message 94) 0:06:35 "TIME SYNC: Local Time set to [2013,8,3,9,6]" 0:06:36 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end 0:06:44 "[DZAI] Verified 194 unique classnames in 9.852 seconds." 0:06:44 "Chernarus spawn areas loaded." 0:06:44 "Chernarus static spawn configuration loaded." 0:07:14 No owner 0:07:23 [DZMS]: Starting DayZ Mission System. 0:07:23 [DZMS]: DZAI Found! Using DZAI's Relations! 0:07:23 [DZMS]: WickedAI Found! Using WickedAI's Relations! 0:07:23 [DZMS]: Multiple Relations Detected! Unwanted AI Behaviour May Occur! 0:07:23 [DZMS]: If Issues Arise, Decide on a Single AI System! (DayZAI, SargeAI, or WickedAI) 0:07:23 [DZMS]: Currently Running Version: 1.1FIN 0:07:23 [DZMS]: Mission and Extended Configuration Loaded! 0:07:23 [DZMS]: chernarus Detected. Map Specific Settings Adjusted! 0:07:23 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted! 0:07:23 [DZMS]: Loading ExecVM Functions. 0:07:23 [DZMS]: Loading Compiled Functions. 0:07:23 [DZMS]: Loading All Other Functions. 0:07:23 [DZMS]: Mission Functions Script Loaded! 0:07:23 [DZMS]: Major Mission Clock Starting! 0:07:23 [DZMS]: Minor Mission Clock Starting! 0:07:23 [DZMS]: Mission Marker Loop for JIPs Starting! Link to comment Share on other sites More sharing options...
Petite Posted March 6, 2016 Report Share Posted March 6, 2016 Anyone know why since I added this version 2.2.0 to my servers lots of the time missions doesn't work. I have DZAI + WAI worked together for hmmmm about 3 years I never had any problem but in November 2015 when I noticed there was a update with both made couple months ago (not looking often for that) so I changed it. One restart missions are working and the other maybe not, or one mission will start but no more mission after. I disable DZAI to see and mission was working perfectly. Soon as I put it back on my It start to not work again. I have no error in my RTP. Don't know what to do, any help please. Link to comment Share on other sites More sharing options...
lonewolfgaming Posted March 11, 2016 Report Share Posted March 11, 2016 Ok, I am trying to add a couple of vehicle patrols to a static mission on my Chernarus map. I have a feeling I am just missing a [ or something, but here is how I have it set up: [[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol; Does anyone know what I am missing to have them patrolling? Link to comment Share on other sites More sharing options...
theduke Posted March 11, 2016 Report Share Posted March 11, 2016 7 hours ago, lonewolfgaming said: Ok, I am trying to add a couple of vehicle patrols to a static mission on my Chernarus map. I have a feeling I am just missing a [ or something, but here is how I have it set up: [[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol; Does anyone know what I am missing to have them patrolling? you are missing 2 brackets [], the open and close like so [[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001]],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol; Link to comment Share on other sites More sharing options...
lonewolfgaming Posted March 11, 2016 Report Share Posted March 11, 2016 2 hours ago, theduke said: you are missing 2 brackets [], the open and close like so [[[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001],[7331.96, 9708.09, 0.001],[7226.45, 9714.11, 0.001]],200,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol; Thanks, I knew it was probably at least one missing somewhere Link to comment Share on other sites More sharing options...
WLF Posted March 20, 2016 Report Share Posted March 20, 2016 Hello! I'm installed WAI and had some errors: 20:35:27 "ERROR: Cannot Sync Character Justin Eady as no characterID" 20:35:29 "ERROR: Cannot Sync Character Michael Allen as no characterID" 20:35:50 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 20:35:50 Error position: <select 3; }; { _x setVariable ["Aggress> 20:35:50 Error select: Type Number, expected Array,Config entry 20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 20:35:50 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 20:35:50 Error position: <select 3; }; { _x setVariable ["Aggress> 20:35:50 Error select: Type Number, expected Array,Config entry 20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 Somebody knows how fix it? Link to comment Share on other sites More sharing options...
Phail Posted March 20, 2016 Report Share Posted March 20, 2016 27 minutes ago, WLF said: Hello! I'm installed WAI and had some errors: 20:35:27 "ERROR: Cannot Sync Character Justin Eady as no characterID" 20:35:29 "ERROR: Cannot Sync Character Michael Allen as no characterID" 20:35:50 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 20:35:50 Error position: <select 3; }; { _x setVariable ["Aggress> 20:35:50 Error select: Type Number, expected Array,Config entry 20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 20:35:50 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 20:35:50 Error position: <select 3; }; { _x setVariable ["Aggress> 20:35:50 Error select: Type Number, expected Array,Config entry 20:35:50 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 Somebody knows how fix it? The only real way to ever get rid of that is to remove the AI friendly behavior. Step 1. Wai\Config.sqf Comment out this or delete it. 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 Step 2-6. Wai\Compile\Spawngroup.sqf, Wai\Compile\SpawnStatic.sqf, Wai\Compile\Heli_Para.sqf, Wai\Compile\Heli_Patrol.sqf, Wai\Compile\Vehicle_Patrol.sqf Delete this section. if(_aitype == "Hero") then { if (!isNil "_mission") then { [_unitGroup, _mission] spawn hero_behaviour; } else { [_unitGroup] spawn hero_behaviour; }; } else { if (!isNil "_mission") then { [_unitGroup, _mission] spawn bandit_behaviour; } else { [_unitGroup] spawn bandit_behaviour; }; }; Step 7. Wai\Init.sqf Delete this section hero_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\hero_behaviour.sqf"; bandit_behaviour = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf"; Done, your AI will not be friendly to anyone, but you will be free from errors. If you want them to be friendly, I can't help you. It never worked for me. WLF 1 Link to comment Share on other sites More sharing options...
skiron Posted May 9, 2016 Report Share Posted May 9, 2016 Thank you for the work, it is a great script!! It ran perfect on my Chernarus map and now I ve switched to Namalsk. The script runs fine but cause of the dimensions of the map and the little hills everywere the spawnpoints are very limited. There is all the time a mission up south Norinsk, the first mission is ended and the new one spawns on top of it. So my question, is it possible to customise the mission spawnpoints? I think now there are only 3 areas where the missions spawn. None spawns on the little island. Link to comment Share on other sites More sharing options...
mgm Posted May 9, 2016 Report Share Posted May 9, 2016 1 hour ago, skiron said: Thank you for the work, it is a great script!! It ran perfect on my Chernarus map and now I ve switched to Namalsk. The script runs fine but cause of the dimensions of the map and the little hills everywere the spawnpoints are very limited. There is all the time a mission up south Norinsk, the first mission is ended and the new one spawns on top of it. So my question, is it possible to customise the mission spawnpoints? I think now there are only 3 areas where the missions spawn. None spawns on the little island. I bet it can be customized by changing the code in "find_position.sqf". Link to comment Share on other sites More sharing options...
skiron Posted May 9, 2016 Report Share Posted May 9, 2016 2 hours ago, mgm said: I bet it can be customized by changing the code in "find_position.sqf". All the missions have the line as this: _position = [30] call find_position; --->line 8 So if I change " [30] call find_position; " with a fix position on the map should this work? Result is that this mission will only spawn at this place but that is not an issue, there are plenty of missions. Link to comment Share on other sites More sharing options...
mgm Posted May 9, 2016 Report Share Posted May 9, 2016 1 hour ago, skiron said: All the missions have the line as this: _position = [30] call find_position; --->line 8 So if I change " [30] call find_position; " with a fix position on the map should this work? Result is that this mission will only spawn at this place but that is not an issue, there are plenty of missions. 30 is the minimum distance from nearest object. in its current from the only parameter you can pass to the function is that one above. in other words you cannot pass a 2D or 3D position to the "find_position" function because it doesn't expect one... what you can do is, set the nearest distance to a predetermined value (let's say 99) and modify the find_position function so as the first thing it checks IS THE only passed on parameter exactly 99? add an IF..ELSE block at the top of that function file and process the paramater at the very top of function: if the answer is NO, proceed as normal. if the answer is YES, (do some extra stuff here) and then (jump to a specific location in the function), carry on from there. good luck Link to comment Share on other sites More sharing options...
AlaskaDZ Posted May 17, 2016 Report Share Posted May 17, 2016 How to add WAI <<<<<<<<Download Here is a video for how to installl dayz WAI Link to comment Share on other sites More sharing options...
Pro_Speedy Posted May 18, 2016 Report Share Posted May 18, 2016 On 17/05/2016 at 9:27 AM, AlaskaDZ said: How to add WAI <<<<<<<<Download Here is a video for how to installl dayz WAI Is this really necessary? if you can't do these 2 steps you shouldn't have a server... Link to comment Share on other sites More sharing options...
J.Dominic Posted May 21, 2016 Report Share Posted May 21, 2016 How to edit AI loadout and item in crate? I want to remove Safe and Crowbar from AI Body and Crate. I try to delete in WAI\config.sqf doesn't work. Link to comment Share on other sites More sharing options...
DangerRuss Posted May 22, 2016 Report Share Posted May 22, 2016 On 3/10/2016 at 9:27 AM, lonewolfgaming said: Thanks, I knew it was probably at least one missing somewhere make sure you download the syntax highlighting for notepad++ When you click your mouse cursor next to a bracket, it should highlight in deep bold red and so should its corresponding closing/opening bracket. If there is no corresponding bracket, it will appear as a very thin light red bracket. That is how you'll know you're missing a bracket. Link to comment Share on other sites More sharing options...
lonewolfgaming Posted May 22, 2016 Report Share Posted May 22, 2016 5 hours ago, DangerRuss said: make sure you download the syntax highlighting for notepad++ When you click your mouse cursor next to a bracket, it should highlight in deep bold red and so should its corresponding closing/opening bracket. If there is no corresponding bracket, it will appear as a very thin light red bracket. That is how you'll know you're missing a bracket. Thanks for the info Link to comment Share on other sites More sharing options...
salival Posted August 24, 2016 Report Share Posted August 24, 2016 (removed) Link to comment Share on other sites More sharing options...
Jestertriks Posted August 27, 2016 Report Share Posted August 27, 2016 Where do all the mission crates and ai items pull from? Weapons spawn in the boxes after missions complete but i dont see where to edit those boxes so i can add/remove weapons. Also i want to edit the ai, for example, when i switch the president mission to extreme, i am assuming it also changes the ai loadout cause players are looting laser designator from ai and getting kicked for it but everything seems fine when it is on hard. [_crate,5,5,[5,crate_items_gem_tower],2] call dynamic_crate; where is the first _crate,5,5 pulling from? what do the numbers mean? Link to comment Share on other sites More sharing options...
SmithyJenkins Posted September 5, 2016 Report Share Posted September 5, 2016 (edited) On 8/27/2016 at 7:20 AM, Jestertriks said: Where do all the mission crates and ai items pull from? Weapons spawn in the boxes after missions complete but i dont see where to edit those boxes so i can add/remove weapons. Also i want to edit the ai, for example, when i switch the president mission to extreme, i am assuming it also changes the ai loadout cause players are looting laser designator from ai and getting kicked for it but everything seems fine when it is on hard. [_crate,5,5,[5,crate_items_gem_tower],2] call dynamic_crate; where is the first _crate,5,5 pulling from? what do the numbers mean? - Mission crates and AI load outs can be found in the config.sqf file in the WAI folder. You can either edit the existing ones or make new ones and then put them in the separate mission files. - Editing the AI can also be found in the config.sqf. Editing the AI extremity should not have any effect on the AI load out. - Most of the WAI mission documentation can be found in MISSION_EXAMPLE.sqf in the /missions/ directory. - Here is the sepecifc documentation for the dynamic_crate call. //Setup the crate _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0],[],0,"CAN_COLLIDE"]; // Crate Spawn Example // Parameters: 0: _crate // 1: Max number of guns OR [MAX number of guns,gun_array] // 2: Max number of tools OR [MAX number of tools,tool_array] // 3: Max number of items OR [MAX number of items,item_array] // 4: Max number of backpacks OR [MAX number of backpacks,backpack_array] [_crate,16,[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate; - Param 0 - _crate is creating the vehicle, as you can see in the _crate line above. - Param 1 - The first number is the max number of guns, and an optional gun_array, which would be what you find in the config.sqf - Param 2 - Tools - Param 3 - Items - Param 4 - Backpacks. Edited September 5, 2016 by SmithyJenkins Changed code paste to a code snippet. Link to comment Share on other sites More sharing options...
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