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[Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)


Mikeeeyy

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Also for your vehicle paint use this:

_object_position = {
	private["_position","_worldspace","_fuel","_key","_colour","_colour2"];
	_position = getPosATL _object;
	if (_object isKindOf "AllVehicles") then {
		_colour = _object getVariable ["Colour","0"];
		_colour2 = _object getVariable ["Colour2","0"];
		_worldspace = [getDir _object, _position, _colour, _colour2] call AN_fnc_formatWorldspace;
		_fuel = fuel _object;
	} else {
		_worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace;
		_fuel = 0;
	};
	_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
	//diag_log ("HIVE: WRITE: "+ str(_key));
	_key call server_hiveWrite;
};

 

Ahhh, ok, good thing I looked before testing. That is definitely different from before. Will do.

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Also for your vehicle paint use this:

_object_position = {
	private["_position","_worldspace","_fuel","_key","_colour","_colour2"];
	_position = getPosATL _object;
	if (_object isKindOf "AllVehicles") then {
		_colour = _object getVariable ["Colour","0"];
		_colour2 = _object getVariable ["Colour2","0"];
		_worldspace = [getDir _object, _position, _colour, _colour2] call AN_fnc_formatWorldspace;
		_fuel = fuel _object;
	} else {
		_worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace;
		_fuel = 0;
	};
	_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
	//diag_log ("HIVE: WRITE: "+ str(_key));
	_key call server_hiveWrite;
};

 

Ok, I followed all of the new instructions and I have paint so I used the above mentioned code and all seems to be fixed.

I bought 4 vehicles from trader lined them up neatly in a row and painted two of them. I also built 3 different angels of metal floors. The first 4 vehicles I TPed using infiSTAR so I bought one more and drove it a distance and left it.

Restarted the server and all 5 vehicles stayed in place I did not notice a move so I think the missing digits you mentioned Mikeeeyy should be fine. The vector built metal floors stayed as well.

Mickeeeyy thanks again for all you do and I will let you know if I have any players report any other issues, but base test show everything should be good :)

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Ok, I followed all of the new instructions and I have paint so I used the above mentioned code and all seems to be fixed.

I bought 4 vehicles from trader lined them up neatly in a row and painted two of them. I also built 3 different angels of metal floors. The first 4 vehicles I TPed using infiSTAR so I bought one more and drove it a distance and left it.

Restarted the server and all 5 vehicles stayed in place I did not notice a move so I think the missing digits you mentioned Mikeeeyy should be fine. The vector built metal floors stayed as well.

Mickeeeyy thanks again for all you do and I will let you know if I have any players report any other issues, but base test show everything should be good :)

No problem, although you should test the accuracy by snapping floors together then restarting the server. See if any gaps form in between the floors.

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No problem, although you should test the accuracy by snapping floors together then restarting the server. See if any gaps form in between the floors.

Just tested that for you and there is no gaps between the floors. I did notice the floors built at a 45 degree angel have a hairline gap, but there is no gap at all when building flat, they snap that way before restart. I don't think that has anything to do with your script though. That may have already been like that and I never noticed until I went looking.

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Just tested that for you and there is no gaps between the floors. I did notice the floors built at a 45 degree angel have a hairline gap, but there is no gap at all when building flat, they snap that way before restart. I don't think that has anything to do with your script though. That may have already been like that and I never noticed until I went looking.

Okay, thanks for testing.

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I cannot find:

_worldspace = [
        round (getDir _object),
        _position
    ];

In my file? Is this necessary then?

JokerZClan, your's might be:

        _worldspace = [
            round(direction _object),
            _position
        ];

Still in your server_updateObject.sqf file.
Like mine was. Must be part of other mods installed? I still  added mikeys code but instead of:

        _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace;

I put:

         _worldspace = [direction _object, _position] call AN_fnc_formatWorldspace;

Do you think this would still work the same mikey?

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Hello Mikeeeyy!

I installed on vanilla server:

1) P4L

2) Snap Building Pro

3) Vector Building

4) Precise base building 1.0.5

 

I have problem. Vehicles position dont update in database.

Get error hiveext:

2015-10-12 15:27:42 HiveExt: [Error] Error executing |CHILD:305:428:[60.194595,[7876.916016,7433.305664,0.0278015],"<null>",<null>]:0.570871:|

 

Ger error arma2oaserver.rpt:

15:31:44 Error in expression <positionToString, _this select 2, _this select 3]
};





>
15:31:44   Error position: <select 3]
};





>
15:31:44   Error Zero divisor
15:31:44 File z\addons\dayz_server\init\server_functions.sqf, line 1041

 

 

server_functions.sqf line 1041:

// Use this for Plot for Life and Build Vectors
AN_fnc_formatWorldspace = {
    format ["[%1,%2,""%3"",%4]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, _this select 2, _this select 3]
};

 

server_functions.sqf:

[] execVM "\z\addons\dayz_server\init\AH.sqf"; 

waituntil {!isnil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
	if ((_this select 1) select 2 == "JIPrequest") then {
		[nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
	};
};

BIS_Effects_Burn =				{};


server_playerLogin =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = 	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";

server_publishFullObject = 		compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishFullObject.sqf";

server_deleteObj =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";
server_swapObject =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; 
server_publishVeh = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
server_publishVeh2 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
server_publishVeh3 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
server_tradeObj = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_playerSync =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
server_spawnCrashSite  =    	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
server_spawnEvents =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
//server_weather =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_weather.sqf";
fnc_plyrHit   =					compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
server_deaths = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";

/* PVS/PVC - Skaronator */
server_sendToClient =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";


//onPlayerConnected 			{[_uid,_name] call server_onPlayerConnect;};
onPlayerDisconnected 		{[_uid,_name] call server_onPlayerDisconnect;};

server_updateNearbyObjects = {
	private["_pos"];
	_pos = _this select 0;
	{
		[_x, "gear"] call server_updateObject;
	} count nearestObjects [_pos, dayz_updateObjects, 10];
};

server_handleZedSpawn = {
	private["_zed"];
	_zed = _this select 0;
	_zed enableSimulation false;
};

zombie_findOwner = {
	private["_unit"];
	_unit = _this select 0;
	#ifdef DZE_SERVER_DEBUG
	diag_log ("CLEANUP: DELETE UNCONTROLLED ZOMBIE: " + (typeOf _unit) + " OF: " + str(_unit) );
	#endif
	deleteVehicle _unit;
};

vehicle_handleInteract = {
	private["_object"];
	_object = _this select 0;
	needUpdate_objects = needUpdate_objects - [_object];
	[_object, "all"] call server_updateObject;
};

array_reduceSizeReverse = {
	private["_array","_count","_num","_newarray","_startnum","_index"];
	_array = _this select 0;
	_newarray = [];
	_count = _this select 1;
	_num = count _array;
	if (_num > _count) then {
		_startnum = _num - 1;
		_index = _count - 1;
		for "_i" from 0 to _index do {
			_newarray set [(_index-_i),_array select (_startnum - _i)];
		};
		_array = _newarray;
	}; 
	_array
};

array_reduceSize = {
	private ["_array1","_array","_count","_num"];
	_array1 = _this select 0;
	_array = _array1 - ["Hatchet_Swing","Machete_Swing","Fishing_Swing","sledge_swing","crowbar_swing","CSGAS"];
	_count = _this select 1;
	_num = count _array;
	if (_num > _count) then {
		_array resize _count;
	};
	_array
};

object_handleServerKilled = {
	private["_unit","_objectID","_objectUID","_killer"];
	_unit = _this select 0;
	_killer = _this select 1;
	
	_objectID =	 _unit getVariable ["ObjectID","0"];
	_objectUID = _unit getVariable ["ObjectUID","0"];
		
	[_objectID,_objectUID,_killer] call server_deleteObj;
	
	_unit removeAllMPEventHandlers "MPKilled";
	_unit removeAllEventHandlers "Killed";
	_unit removeAllEventHandlers "HandleDamage";
	_unit removeAllEventHandlers "GetIn";
	_unit removeAllEventHandlers "GetOut";
};

check_publishobject = {
	private["_allowed","_object","_playername"];

	_object = _this select 0;
	_playername = _this select 1;
	_allowed = false;

	if ((typeOf _object) in dayz_allowedObjects) then {
			//diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
			_allowed = true;
	};
    _allowed
};

//event Handlers
eh_localCleanup = {
	private ["_object"];
	_object = _this select 0;
	_object addEventHandler ["local", {
		if(_this select 1) then {
			private["_type","_unit"];
			_unit = _this select 0;
			_type = typeOf _unit;
			 _myGroupUnit = group _unit;
 			_unit removeAllMPEventHandlers "mpkilled";
 			_unit removeAllMPEventHandlers "mphit";
 			_unit removeAllMPEventHandlers "mprespawn";
 			_unit removeAllEventHandlers "FiredNear";
			_unit removeAllEventHandlers "HandleDamage";
			_unit removeAllEventHandlers "Killed";
			_unit removeAllEventHandlers "Fired";
			_unit removeAllEventHandlers "GetOut";
			_unit removeAllEventHandlers "GetIn";
			_unit removeAllEventHandlers "Local";
			clearVehicleInit _unit;
			deleteVehicle _unit;
			if ((count (units _myGroupUnit) == 0) && (_myGroupUnit != grpNull)) then {
				deleteGroup _myGroupUnit;
			};
			//_unit = nil;
			// diag_log ("CLEANUP: DELETED A " + str(_type) );
		};
	}];
};

server_hiveWrite = {
	private["_data"];
	_data = "HiveExt" callExtension _this;
};

server_hiveReadWrite = {
	private["_key","_resultArray","_data"];
	_key = _this;
	_data = "HiveExt" callExtension _key;
	_resultArray = call compile format ["%1",_data];
	_resultArray
};

server_hiveReadWriteLarge = {
	private["_key","_resultArray","_data"];
	_key = _this;
	_data = "HiveExt" callExtension _key;
	_resultArray = call compile _data;
	_resultArray
};

server_checkIfTowed = {
	private ["_vehicle","_player","_attached"];
	if (DZE_HeliLift) then {
		_vehicle = 	_this select 0;
		_player = 	_this select 2;
		_attached = _vehicle getVariable["attached",false];
		if (typeName _attached == "OBJECT") then {
			_player action ["eject", _vehicle];
			detach _vehicle;
			_vehicle setVariable["attached",false,true];
			_attached setVariable["hasAttached",false,true];
		};
	};
};

server_characterSync = {
	private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
	_characterID = 	_this select 0;	
	_playerPos =	_this select 1;
	_playerGear =	_this select 2;
	_playerBackp =	_this select 3;
	_medical = 		_this select 4;
	_currentState =	_this select 5;
	_currentModel = _this select 6;
	
	_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
	_key call server_hiveWrite;
};

if(isnil "dayz_MapArea") then {
	dayz_MapArea = 10000;
};
if(isnil "DynamicVehicleArea") then {
	DynamicVehicleArea = dayz_MapArea / 2;
};

// Get all buildings && roads only once TODO: set variables to nil after done if nessicary 
MarkerPosition = getMarkerPos "center";
RoadList = MarkerPosition nearRoads DynamicVehicleArea;

// Very taxing !!! but only on first startup
BuildingList = [];
{
	if (DZE_MissionLootTable) then {
		if (isClass (missionConfigFile >> "CfgBuildingLoot" >> (typeOf _x))) then
		{
				BuildingList set [count BuildingList,_x];
		};
	} else {
		if (isClass (configFile >> "CfgBuildingLoot" >> (typeOf _x))) then
		{
			BuildingList set [count BuildingList,_x];
		};
	};
	
	
} count (MarkerPosition nearObjects ["building",DynamicVehicleArea]);

spawn_vehicles = {
	private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
	
	if (!isDedicated) exitWith { }; //Be sure the run this

	while {count AllowedVehiclesList > 0} do {
		// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
		_index = floor random count AllowedVehiclesList;
		_random = AllowedVehiclesList select _index;

		_vehicle = _random select 0;
		_velimit = _random select 1;

		_qty = {_x == _vehicle} count serverVehicleCounter;

		// If under limit allow to proceed
		if (_qty <= _velimit) exitWith {};

		// vehicle limit reached, remove vehicle from list
		// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
		_lastIndex = (count AllowedVehiclesList) - 1;
		if (_lastIndex != _index) then {
			AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
		};
		AllowedVehiclesList resize _lastIndex;
	};

	if (count AllowedVehiclesList == 0) then {
		diag_log("DEBUG: unable to find suitable vehicle to spawn");
	} else {

		// add vehicle to counter for next pass
		serverVehicleCounter set [count serverVehicleCounter,_vehicle];
	
		// Find Vehicle Type to better control spawns
		_isAir = _vehicle isKindOf "Air";
		_isShip = _vehicle isKindOf "Ship";
	
		if(_isShip || _isAir) then {
			if(_isShip) then {
				// Spawn anywhere on coast on water
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
				//diag_log("DEBUG: spawning boat near coast " + str(_position));
			} else {
				// Spawn air anywhere that is flat
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
				//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
			};
		
		
		} else {
			// Spawn around buildings && 50% near roads
			if((random 1) > 0.5) then {
			
				waitUntil{!isNil "BIS_fnc_selectRandom"};
				_position = RoadList call BIS_fnc_selectRandom;
			
				_position = _position modelToWorld [0,0,0];
			
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
			
				//diag_log("DEBUG: spawning near road " + str(_position));
			
			} else {
			
				waitUntil{!isNil "BIS_fnc_selectRandom"};
				_position = BuildingList call BIS_fnc_selectRandom;
			
				_position = _position modelToWorld [0,0,0];
			
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
			
				//diag_log("DEBUG: spawning around buildings " + str(_position));
		
			};
		};
		// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
		if ((count _position) == 2) then { 
	
			_dir = round(random 180);
		
			_istoomany = _position nearObjects ["AllVehicles",50];
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
		
			//place vehicle 
			_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
			_veh setdir _dir;
			_veh setpos _position;		
			
			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText _vehicle;
			};	
		
			// Get position with ground
			_objPosition = getPosATL _veh;
		
			clearWeaponCargoGlobal  _veh;
			clearMagazineCargoGlobal  _veh;
			// _veh setVehicleAmmo DZE_vehicleAmmo;

			// Add 0-3 loots to vehicle using random cfgloots 
			_num = floor(random 4);
			_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
			
			for "_x" from 1 to _num do {
				_iClass = _allCfgLoots call BIS_fnc_selectRandom;

				_itemTypes = [];
				if (DZE_MissionLootTable) then{
					{
						_itemTypes set[count _itemTypes, _x select 0]
					} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
				}
				else {
					{
						_itemTypes set[count _itemTypes, _x select 0]
					} count getArray(configFile >> "cfgLoot" >> _iClass);
				};

				_index = dayz_CLBase find _iClass;
				_weights = dayz_CLChances select _index;
				_cntWeights = count _weights;
				
				_index = floor(random _cntWeights);
				_index = _weights select _index;
				_itemType = _itemTypes select _index;
				_veh addMagazineCargoGlobal [_itemType,1];
				//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
			};

			[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
		};
	};
};

spawn_ammosupply = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
	if (isDedicated) then {
		_WreckList = ["Supply_Crate_DZE"];
		waitUntil{!isNil "BIS_fnc_selectRandom"};
		_position = RoadList call BIS_fnc_selectRandom;
		_position = _position modelToWorld [0,0,0];
		waitUntil{!isNil "BIS_fnc_findSafePos"};
		_position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
		if ((count _position) == 2) then {

			_istoomany = _position nearObjects ["All",5];
			
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many at " + str(_position)); };
			
			_spawnveh = _WreckList call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};
			
			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;
			_veh setDir round(random 360);
			_veh setpos _position;
			_veh setVariable ["ObjectID","1",true];
		};
	};
};

DZE_LocalRoadBlocks = [];

spawn_roadblocks = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
	_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
	
	waitUntil{!isNil "BIS_fnc_selectRandom"};
	if (isDedicated) then {
	
		_position = RoadList call BIS_fnc_selectRandom;
		
		_position = _position modelToWorld [0,0,0];
		
		waitUntil{!isNil "BIS_fnc_findSafePos"};
		_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
		
		if ((count _position) == 2) then {
			// Get position with ground
			
			_istoomany = _position nearObjects ["All",5];
		
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
			
			waitUntil{!isNil "BIS_fnc_selectRandom"};
			_spawnveh = _WreckList call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};

			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;

			_veh setDir round(random 360); // Randomize placement a bit
			_veh setpos _position;

			_veh setVariable ["ObjectID","1",true];
		};
	
	};
	
};

spawn_mineveins = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_positions"];

	if (isDedicated) then {
		
		_position = [getMarkerPos "center",0,(HeliCrashArea*0.75),10,0,2000,0] call BIS_fnc_findSafePos;

		if ((count _position) == 2) then {
			
			_positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];

			_position = (_positions call BIS_fnc_selectRandom) select 0;

			// Get position with ground
			_istoomany = _position nearObjects ["All",10];
		
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many objects at " + str(_position)); };

			if(isOnRoad _position) exitWith { diag_log("DEBUG VEIN: on road " + str(_position)); };
			
			_spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};
			
			//diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;

			// Randomize placement a bit
			_veh setDir round(random 360);
			_veh setpos _position;

			_veh setVariable ["ObjectID","1",true];

		
		};
	};
};

if(isnil "DynamicVehicleDamageLow") then {
	DynamicVehicleDamageLow = 0;
};
if(isnil "DynamicVehicleDamageHigh") then {
	DynamicVehicleDamageHigh = 100;
};

if(isnil "DynamicVehicleFuelLow") then {
	DynamicVehicleFuelLow = 0;
};
if(isnil "DynamicVehicleFuelHigh") then {
	DynamicVehicleFuelHigh = 100;
};

if(isnil "DZE_DiagFpsSlow") then {
	DZE_DiagFpsSlow = false;
};
if(isnil "DZE_DiagFpsFast") then {
	DZE_DiagFpsFast = false;
};
if(isnil "DZE_DiagVerbose") then {
	DZE_DiagVerbose = false;
};

dze_diag_fps = {
	if(DZE_DiagVerbose) then {
		diag_log format["DEBUG FPS : %1 OBJECTS: %2 : PLAYERS: %3", diag_fps,(count (allMissionObjects "")),(playersNumber west)];
	} else {
		diag_log format["DEBUG FPS : %1", diag_fps];
	};
};

// Damage generator function
generate_new_damage = {
	private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
	_damage;
};

// Damage generator fuction
generate_exp_damage = {
	private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
	
	// limit this to 85% since vehicle would blow up otherwise.
	//if(_damage >= 0.85) then {
	//	_damage = 0.85;
	//};
	_damage;
};

server_getDiff =	{
	private["_variable","_object","_vNew","_vOld","_result"];
	_variable = _this select 0;
	_object = 	_this select 1;
	_vNew = 	_object getVariable[_variable,0];
	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
	_result = 	0;
	if (_vNew < _vOld) then {
		//JIP issues
		_vNew = _vNew + _vOld;
		_object getVariable[(_variable + "_CHK"),_vNew];
	} else {
		_result = _vNew - _vOld;
		_object setVariable[(_variable + "_CHK"),_vNew];
	};
	_result
};

server_getDiff2 =	{
	private["_variable","_object","_vNew","_vOld","_result"];
	_variable = _this select 0;
	_object = 	_this select 1;
	_vNew = 	_object getVariable[_variable,0];
	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
	_result = _vNew - _vOld;
	_object setVariable[(_variable + "_CHK"),_vNew];
	_result
};

dayz_objectUID = {
	private["_position","_dir","_key","_object"];
	_object = _this;
	_position = getPosATL _object;
	_dir = direction _object;
	_key = [_dir,_position] call dayz_objectUID2;
    _key
};


// 4################################ Build Vectors ################################
/*
dayz_objectUID2 = {
	private["_position","_dir","_key"];
	_dir = _this select 0;
	_key = "";
	_position = _this select 1;
	{
		_x = _x * 10;
		if ( _x < 0 ) then { _x = _x * -10 };
		_key = _key + str(round(_x));
	} count _position;
	_key = _key + str(round(_dir));
	_key
}; 
*/


dayz_objectUID2 = {
    private["_position","_dir","_key","_element","_vector","_set","_vecCnt","_usedVec"];
    _dir = _this select 0;
    _key = "";
    _position = _this select 1;

    if((count _this) == 2) then{
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _key = _key + str(round(_x));
        } count _position;
        _key = _key + str(round(_dir));
    }else{
        _vector = [];
        _usedVec = false;
        {
            _element = _x;
            if(typeName _element == "ARRAY") then{
                _vector = _element;
                if((count _vector) == 2)then{
                    if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            {
                                _x = _x * 10;
                                if ( _x < 0 ) then { _x = _x * -10 };
                                _key = _key + str(round(_x));
                            } count _position;

                            _vecCnt = 0;
                            {
                                _set = _x;
                                {
                                    _vecCnt = _vecCnt + (round (_x * 100));

                                } foreach _set;

                            } foreach _vector;
                            if(_vecCnt < 0)then{
                                _vecCnt = ((_vecCnt * -1) * 3);
                            };
                            _key = _key + str(_vecCnt);
                            _usedVec = true;
                    };
                };
            };
        } count _this;

        if!(_usedVec) then{
                {
                    _x = _x * 10;
                    if ( _x < 0 ) then { _x = _x * -10 };
                    _key = _key + str(round(_x));
                } count _position;
                _key = _key + str(round(_dir));
        };


    };
    _key
}; 
// 4################################ Build Vectors ################################


dayz_objectUID3 = {
	private["_position","_dir","_key"];
	_dir = _this select 0;
	_key = "";
	_position = _this select 1;
	{
		_x = _x * 10;
		if ( _x < 0 ) then { _x = _x * -10 };
		_key = _key + str(round(_x));
	} count _position;
	_key = _key + str(round(_dir + time));
	_key
};

dayz_recordLogin = {
	private["_key"];
	_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
	_key call server_hiveWrite;
};

dayz_perform_purge = {
	if(!isNull(_this)) then {
		_group = group _this;
		_this removeAllMPEventHandlers "mpkilled";
		_this removeAllMPEventHandlers "mphit";
		_this removeAllMPEventHandlers "mprespawn";
		_this removeAllEventHandlers "FiredNear";
		_this removeAllEventHandlers "HandleDamage";
		_this removeAllEventHandlers "Killed";
		_this removeAllEventHandlers "Fired";
		_this removeAllEventHandlers "GetOut";
		_this removeAllEventHandlers "GetIn";
		_this removeAllEventHandlers "Local";
		clearVehicleInit _this;
		deleteVehicle _this;
		if ((count (units _group) == 0) && (_group != grpNull)) then {
			deleteGroup _group;
		};
	};
};

dayz_perform_purge_player = {

	private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
    diag_log ("Purging player: " + str(_this));	

	if(!isNull(_this)) then {

		_location = getPosATL _this;
		_dir = getDir _this;

		_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
		_holder setDir _dir;
		_holder setPosATL _location;

		_holder enableSimulation false;

		_weapons = weapons _this;
		_magazines = magazines _this;

		// find backpack
		if(!(isNull unitBackpack _this)) then {
			_backpack = unitBackpack _this;
			_backpackType = typeOf _backpack;
			_backpackWpn = getWeaponCargo _backpack;
			_backpackMag = getMagazineCargo _backpack;

			_holder addBackpackCargoGlobal [_backpackType,1];

			// add items from backpack 
			_objWpnTypes = _backpackWpn select 0;
			_objWpnQty = _backpackWpn select 1;
			_countr = 0;
			{
				_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} count _objWpnTypes;

			// add backpack magazine items
			_objWpnTypes = _backpackMag select 0;
			_objWpnQty = _backpackMag select 1;
			_countr = 0;
			{
				_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} count _objWpnTypes;
		};
	};

	// add weapons
	{ 
		_holder addWeaponCargoGlobal [_x, 1];
	} count _weapons;

	// add mags
	{ 
		_holder addMagazineCargoGlobal [_x, 1];
	} count _magazines;
	_group = group _this;
	_this removeAllMPEventHandlers "mpkilled";
	_this removeAllMPEventHandlers "mphit";
	_this removeAllMPEventHandlers "mprespawn";
	_this removeAllEventHandlers "FiredNear";
	_this removeAllEventHandlers "HandleDamage";
	_this removeAllEventHandlers "Killed";
	_this removeAllEventHandlers "Fired";
	_this removeAllEventHandlers "GetOut";
	_this removeAllEventHandlers "GetIn";
	_this removeAllEventHandlers "Local";
	clearVehicleInit _this;
	deleteVehicle _this;
	if ((count (units _group) == 0) && (_group != grpNull)) then {
		deleteGroup _group;
	};
	//  _this = nil;
};


dayz_removePlayerOnDisconnect = {
	if(!isNull(_this)) then {
		_group = group _this;
		_this removeAllMPEventHandlers "mphit";
		deleteVehicle _this;
		deleteGroup (group _this);
	};
};

server_timeSync = {
	//Send request
	private ["_hour","_minute","_date","_key","_result","_outcome"];
    _key = "CHILD:307:";
	_result = _key call server_hiveReadWrite;
	_outcome = _result select 0;
	if(_outcome == "PASS") then {
		_date = _result select 1; 
		
		if(dayz_fullMoonNights) then {
			_hour = _date select 3;
			_minute = _date select 4;
			//Force full moon nights
			_date = [2013,8,3,_hour,_minute];
		};

		setDate _date;
		PVDZE_plr_SetDate = _date;
		publicVariable "PVDZE_plr_SetDate";
		diag_log ("TIME SYNC: Local Time set to " + str(_date));	
	};
};

// must spawn these 
server_spawncleanDead = {
	private ["_deathTime","_delQtyZ","_delQtyP","_qty","_allDead"];
	_allDead = allDead;
	_delQtyZ = 0;
	_delQtyP = 0;
	{
		if (local _x) then {
			if (_x isKindOf "zZombie_Base") then
			{
				_x call dayz_perform_purge;
				sleep 0.05;
				_delQtyZ = _delQtyZ + 1;
			} else {
				if (_x isKindOf "CAManBase") then {
					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
					if (diag_tickTime - _deathTime > 1800) then {
						_x call dayz_perform_purge_player;
						sleep 0.025;
						_delQtyP = _delQtyP + 1;
					};
				};
			};
		};
		sleep 0.025;
	} count _allDead;
	if (_delQtyZ > 0 || _delQtyP > 0) then {
		_qty = count _allDead;
		diag_log (format["CLEANUP: Deleted %1 players && %2 zombies out of %3 dead",_delQtyP,_delQtyZ,_qty]);
	};
};
server_cleanupGroups = {
	if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; };
	if(!isNil "DZE_DYN_GroupCleanup") exitWith {  DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;};
	DZE_DYN_GroupCleanup = true;
	{
		if ((count (units _x) == 0) && (_x != grpNull)) then {
			deleteGroup _x;
		};
		sleep 0.001;
	} count allGroups;
	DZE_DYN_GroupCleanup = nil;
};

server_checkHackers = {
	if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
	if(!isNil "DZE_DYN_HackerCheck") exitWith {  DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
	DZE_DYN_HackerCheck = true;
	{
	if (!((isNil "_x") || {(isNull _x)})) then {
		if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle)) then {
			diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
			(vehicle _x) setDamage 1;
			_x setDamage 1;
			sleep 0.25;
		};
	};
		sleep 0.001;
	} count allUnits;
	DZE_DYN_HackerCheck = nil;
};

server_spawnCleanFire = {
	private ["_delQtyFP","_qty","_delQtyNull","_missionFires"];
	_missionFires = allMissionObjects "Land_Fire_DZ";
	_delQtyFP = 0;
	{
		if (local _x) then {
			deleteVehicle _x;
			sleep 0.025;
			_delQtyFP = _delQtyFP + 1;
		};
		sleep 0.001;
	} count _missionFires;
	if (_delQtyFP > 0) then {
		_qty = count _missionFires;
		diag_log (format["CLEANUP: Deleted %1 fireplaces out of %2",_delQtyNull,_qty]);
	};
};
server_spawnCleanLoot = {
	private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];
	if (DZE_DYN_AntiStuck > 3) then { DZE_DYN_cleanLoot = nil; DZE_DYN_AntiStuck = 0; };
	if(!isNil "DZE_DYN_cleanLoot") exitWith {  DZE_DYN_AntiStuck = DZE_DYN_AntiStuck + 1;};
	DZE_DYN_cleanLoot = true;

	_missionObjs =  allMissionObjects "ReammoBox";
	_delQty = 0;
	_dateNow = (DateToNumber date);
	{
		if (!isNull _x) then {
			_keep = _x getVariable["permaLoot", false];
			if (!_keep) then {
				_created = _x getVariable["created", -0.1];
				if (_created == -0.1) then{
					_x setVariable["created", _dateNow, false];
					_created = _dateNow;
				}
				else {
					_age = (_dateNow - _created) * 525948;
					if (_age > 20) then{
						_nearby = { (isPlayer _x) && (alive _x) } count(_x nearEntities[["CAManBase", "AllVehicles"], 130]);
						if (_nearby == 0) then{
							deleteVehicle _x;
							sleep 0.025;
							_delQty = _delQty + 1;
						};
					};
				};
			};
		};
		sleep 0.001;
	} count _missionObjs;
	if (_delQty > 0) then {
		_qty = count _missionObjs;
		diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);
	};
	DZE_DYN_cleanLoot = nil;
};

server_spawnCleanAnimals = {
	private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"];
	_missonAnimals = entities "CAAnimalBase";
	_delQtyAnimal = 0;
	{
		if (local _x) then {
			_x call dayz_perform_purge;
			sleep 0.05;
			_delQtyAnimal = _delQtyAnimal + 1;
		} else {
			if (!alive _x) then {
				_pos = getPosATL _x;
				if (count _pos > 0) then {
					_nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]);
					if (_nearby==0) then {
						_x call dayz_perform_purge;
						sleep 0.05;
						_delQtyAnimal = _delQtyAnimal + 1;
					};
				};
			};
		};
		sleep 0.001;
	} count _missonAnimals;
	if (_delQtyAnimal > 0) then {
		_qty = count _missonAnimals;
		diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]);
	};
};

server_logUnlockLockEvent = {
	private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_status"];
	_player = _this select 0;
	_obj = _this select 1;
	_status = _this select 2;
	if (!isNull(_obj)) then {
		_objectID = _obj getVariable["ObjectID", "0"];
		_objectUID = _obj getVariable["ObjectUID", "0"];
		_statusText = "UNLOCKED";
		if (_status) then {
			[_obj, "gear"] call server_updateObject;
			_statusText = "LOCKED";
		};
		diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), (getPlayerUID _player), _statusText];
	};
};




// 3################################ Precise Base Building ################################

KK_fnc_floatToString = {
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr = toArray str abs (_this % 1);
    _arr set [0, 32];
    toString (toArray str (
        abs (_this - _this % 1) * _this / abs _this
    ) + _arr - [32])
};

KK_fnc_positionToString = {
    format [
        "[%1,%2,%3]",
        _this select 0 call KK_fnc_floatToString,
        _this select 1 call KK_fnc_floatToString,
        _this select 2 call KK_fnc_floatToString
    ]
};


/*
// Use this for default Epoch
AN_fnc_formatWorldspace = {
    format ["[%1,%2]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString]
};


// Use this for just Plot for Life
AN_fnc_formatWorldspace = {
    format ["[%1,%2,""%3""]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, _this select 2]
};


// Use this for just Build Vectors
AN_fnc_formatWorldspace = {
    format ["[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, _this select 2]
}; 
*/

// Use this for Plot for Life and Build Vectors
AN_fnc_formatWorldspace = {
    format ["[%1,%2,""%3"",%4]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, _this select 2, _this select 3]
};

// 3################################ Precise Base Building ################################
 

 

server_updateObject.sqf:

/*
[_object,_type] spawn server_updateObject;
*/
private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable","_object_vehicleKey","_activatingPlayer","_vehicleClassname","_toKey","_toKeyName","_vehicle_ID","_vehicle_UID"];

_object = 	_this select 0;

if(isNull(_object)) exitWith {
	diag_log format["Skipping Null Object: %1", _object];
};

_type = 	_this select 1;
_parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC"));
_isbuildable = (typeOf _object) in dayz_allowedObjects;
_isNotOk = false;
_firstTime = false;

_objectID =	_object getVariable ["ObjectID","0"];
_uid = 		_object getVariable ["ObjectUID","0"];

if ((typeName _objectID != "string") || (typeName _uid != "string")) then
{ 
    diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
    //force fail
    _objectID = "0";
    _uid = "0";
};
if (!_parachuteWest && !(locked _object)) then {
	if (_objectID == "0" && _uid == "0") then
	{
		_object_position = getPosATL _object;
    	_isNotOk = true;
	};
};

// do not update if buildable && not ok
if (_isNotOk && _isbuildable) exitWith {  };

// delete if still not ok
if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };


_lastUpdate = _object getVariable ["lastUpdate",time];
_needUpdate = _object in needUpdate_objects;

// TODO ----------------------
_object_position = {
	private["_position","_worldspace","_fuel","_key"];
		_position = getPosATL _object;
	
	
// 3################################ Precise Base Building ################################
/*
		_worldspace = [
			round(direction _object),
			_position
		]; 
*/		

 _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; 
// 3################################ Precise Base Building ################################

		
		_fuel = 0;
		if (_object isKindOf "AllVehicles") then {
			_fuel = fuel _object;
		};
		_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
		//diag_log ("HIVE: WRITE: "+ str(_key));
		_key call server_hiveWrite;
};

 _object_inventory = {
	private["_inventory","_previous","_key"];

		_inventory = [
			getWeaponCargo _object,
			getMagazineCargo _object,
			getBackpackCargo _object
		]; 	

		_previous = str(_object getVariable["lastInventory",[]]);
		if (str(_inventory) != _previous) then {
			_object setVariable["lastInventory",_inventory];
			if (_objectID == "0") then {
				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
			} else {
				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
			};
			//diag_log ("HIVE: WRITE: "+ str(_key));
			_key call server_hiveWrite;
		};
};

_object_damage = {
	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
		_hitpoints = _object call vehicle_getHitpoints;
		_damage = damage _object;
		_array = [];
		{
			_hit = [_object,_x] call object_getHit;
			_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
			if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
			_object setHit ["_selection", _hit];
		} count _hitpoints;
	
		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
		//diag_log ("HIVE: WRITE: "+ str(_key));
		_key call server_hiveWrite;
	_object setVariable ["needUpdate",false,true];
	};

_object_killed = {
	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
	_hitpoints = _object call vehicle_getHitpoints;
	//_damage = damage _object;
	_damage = 1;
	_array = [];
	{
		_hit = [_object,_x] call object_getHit;
		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
		_hit = 1;
		_object setHit ["_selection", _hit];
	} count _hitpoints;
	
	if (_objectID == "0") then {
		_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
	} else {
		_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
	};
	//diag_log ("HIVE: WRITE: "+ str(_key));
	_key call server_hiveWrite;
	_object setVariable ["needUpdate",false,true];
	if ((count _this) > 2) then {
		_killer = _this select 2;
		_charID = _object getVariable ['CharacterID','0'];
		_objID 	= _object getVariable['ObjectID','0'];
		_objUID	= _object getVariable['ObjectUID','0'];
		_worldSpace = getPosATL _object;
		if (getPlayerUID _killer != "") then {
			_name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; };
			diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)];
		} else {
			diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace];
		};
	};
};

_object_repair = {
	private["_hitpoints","_array","_hit","_selection","_key","_damage"];
	_hitpoints = _object call vehicle_getHitpoints;
	_damage = damage _object;
	_array = [];
	{
		_hit = [_object,_x] call object_getHit;
		_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
		if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
		_object setHit ["_selection", _hit];
	} count _hitpoints;
	
	_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
	//diag_log ("HIVE: WRITE: "+ str(_key));
	_key call server_hiveWrite;
	_object setVariable ["needUpdate",false,true];
};


// TODO ----------------------

_object setVariable ["lastUpdate",time,true];
switch (_type) do {
	case "all": {
		call _object_position;
		call _object_inventory;
		call _object_damage;
		};
	case "position": {
		if (!(_object in needUpdate_objects)) then {
			//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];
			needUpdate_objects set [count needUpdate_objects, _object];
		};
	};
	case "gear": {
		call _object_inventory;
			};
	case "damage": {
		if ( (time - _lastUpdate) > 5) then {
			call _object_damage;
		} else {
			if (!(_object in needUpdate_objects)) then {
				//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];
				needUpdate_objects set [count needUpdate_objects, _object];
			};
		};
	};
	case "killed": {
		call _object_killed;
	};
	case "repair": {
		call _object_damage;
	};
		
};

 

 

Can you help me please

Edited by rss_adm
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Hello Mikeeeyy!

I installed on vanilla server:

1) P4L

2) Snap Building Pro

3) Vector Building

4) Precise base building 1.0.5

 

I have problem. Vehicles position dont update in database.

Get error hiveext:

2015-10-12 15:27:42 HiveExt: [Error] Error executing |CHILD:305:428:[60.194595,[7876.916016,7433.305664,0.0278015],"<null>",<null>]:0.570871:|

 

Ger error arma2oaserver.rpt:

Hidden Content

 

 

server_functions.sqf line 1041:

// Use this for Plot for Life and Build Vectors
AN_fnc_formatWorldspace = {
    format ["[%1,%2,""%3"",%4]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, _this select 2, _this select 3]
};

 

server_functions.sqf:

Hidden Content

 

 

server_updateObject.sqf:

Hidden Content

 

Can you help me please

Use the new 'AN_fnc_formatWorldspace' in the OP.

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hi mikey.  thanks for your continued work on this and of course the script itself.  I just wanted to point out that i did the uninstall and noticed a little issue, nothing major.

Your last step for the uninstall say to open server_swapObject.sqf from the init folder.  It should be server_functions.sqf.

 

Again, thanks a bunch

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hi mikey.  thanks for your continued work on this and of course the script itself.  I just wanted to point out that i did the uninstall and noticed a little issue, nothing major.

Your last step for the uninstall say to open server_swapObject.sqf from the init folder.  It should be server_functions.sqf.

 

Again, thanks a bunch

Thanks for your input :) I have fixed it.

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  • 1 month later...

Hi

I'm trying to install that.

Instructions all clear, no problem, but when i launch and try to build a garage door, i don't have the options.

My RPT file is raising an error :

My line 989 is if (abs (_this - _this % 1) == 0) exitWith { str _this };

And i use this :

Any ideas ?

Nevermind, i fix that and now i have the option to vector rotate, etc...

But, when i build AND upgrade, and restart the server, items are not there anymore, like not saving in the DB.

Not upgraded items works fine

Apparently there is an issue with upgraded items.

I've put an half cinder wall, and my hive log show that :

2015-12-02 14:40:28 HiveExt: [Information] Method: 308 Params: 11:CinderWallHalf_DZ:0:28:[18.827,[1710.379,5093.714,0.001],76561197999330211,[[0.323,0.946,0],[0,0,1]]]:[]:[]:0:17104509370227:
2015-12-02 14:40:28 HiveExt: [Information] Result: ["PASS"]


When i upgrade the wall, my hive goes like :

2015-12-02 14:41:22 HiveExt: [Information] Method: 310 Params: 17104509370227:
2015-12-02 14:41:22 HiveExt: [Information] Result: ["PASS"]


310 is the hive code to delete item, and we can see it's the id of the wall previously builded.

Any idea why it's doing that ?

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  • 5 months later...

Just installed this and am getting the following RPT error:
 

12:54:24 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
12:54:24   Error position: <% 1) == 0) exitWith { str _this };
_arr >
12:54:24   Error %: Type String, expected Number
12:54:24 File z\addons\dayz_server\init\server_functions.sqf, line 978
12:54:24 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
12:54:24   Error position: <% 1) == 0) exitWith { str _this };
_arr >
12:54:24   Error Generic error in expression
12:54:24 File z\addons\dayz_server\init\server_functions.sqf, line 978

My server_updateObject.sqf was originally this (for Plot for Life):
 

_worldspace = [(getDir _object) call KK_fnc_floatToString,    _position call KK_fnc_positionToString];

it's now this:
 

_worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace;

 

Line 978 in server_functions.sqf is this:
 

KK_fnc_floatToString = {
    private "_arr";
    if (abs (_this - _this % 1) == 0) exitWith { str _this };
    _arr = toArray str abs (_this % 1);
    _arr set [0, 32];
    toString (toArray str (
        abs (_this - _this % 1) * _this / abs _this
    ) + _arr - [32])
};


Anyone got any ideas? Thanks.

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15 hours ago, DY357LX said:

 

Replace AN_fnc_formatWorldspace with this please:

AN_fnc_formatWorldspace = {
	diag_log _this;
    private "_ws";
    _ws = toArray str _this;
    format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)]
};

Then run your server and post your arma2oaserver.rpt file.

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Spoiler

 

=====================================================================
== D:\TCAFiles\Users\bend\19504\19504.exe
== D:\TCAFiles\Users\bend\19504\19504.exe  -ip=119.252.189.230 -port=3502 -mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; -name=DayZConfig -config=DayZConfig\config.cfg -cfg=DayZConfig\basic.cfg -profiles=DayZConfig
=====================================================================
Exe timestamp: 2015/05/21 22:08:52
Current time:  2016/05/08 04:53:47

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:26 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 4:54:35 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 4:54:36 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 4:54:46 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 4:54:46 "DayZ Epoch: MPframework inited"
 4:54:49 "infiSTAR.de - Waiting for BIS_fnc_init..."
 4:54:53 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:55:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
 4:55:08 Warning Message: Script low_admins.sqf not found
 4:55:08 Warning Message: Script normal_admins.sqf not found
 4:55:08 Warning Message: Script super_admins.sqf not found
 4:55:08 Warning Message: Script blacklist.sqf not found
 4:55:08 "infiSTAR.de - iproductVersion: 23012016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11"
 4:55:08 "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 = ['9','0','s','P','8','B','D','G','O','S','g','C','J','z','E','t','n','H','8','g','y','K','L','X','B','6','e','K','8','Q'];
for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
_gen
}"
 4:55:08 "infiSTAR.de - _simple: i384B2K4g1g8C791K3J0J"
 4:55:08 "infiSTAR.de - _dialogIds: i4t2e4O8B3O2E288t6876"
 4:55:08 "infiSTAR.de - _badtxts: o289y3S4e8K2E7Q8G2n5L"
 4:55:08 "infiSTAR.de - _randvar1: n1H1B1B70387n69194z6z8B6e"
 4:55:08 "infiSTAR.de - _randvar2: d8n083e5X7n9B4n9s5B48"
 4:55:08 "infiSTAR.de - _randvar0: j192K6G3L6X7K7e5z1S4z"
 4:55:08 "infiSTAR.de - _randvar3: d5B7n383g1H3K3z6P70"
 4:55:08 "infiSTAR.de - _randvar4: j684G18364t0D9B2O9L7L"
 4:55:08 "infiSTAR.de - _randvar5: n3K1g4E1X5t4g5g581z2z2P"
 4:55:08 "infiSTAR.de - _randvar6: x180g0J6z5G101D7t0H4e"
 4:55:08 "infiSTAR.de - _randvar8: d3z2G6B065K9G8P6g9Q3C"
 4:55:08 "infiSTAR.de - _randvar11: d3B6888189B7z5H7O3E"
 4:55:08 "infiSTAR.de - _randvar12: p7K9G0G3C0z78488s886S8S"
 4:55:08 "infiSTAR.de - _randvar13: x1B5g8E0g3L389t6D3H0y"
 4:55:08 "infiSTAR.de - _randvar19: m1D1L2t3s1G0B4H7O287z9z"
 4:55:08 "infiSTAR.de - _randvar20: w5g7S6O8O2K5g4S6J0O5H"
 4:55:08 "infiSTAR.de - _randvar27: b968t106K4z5O2G6J7G40"
 4:55:08 "infiSTAR.de - _randvar26: p3D6P1S9L4t7s4H5K28"
 4:55:08 "infiSTAR.de - _randvar25: k084S7t7H26883B9n3g6X18"
 4:55:08 "infiSTAR.de - _randvar29: v784e8B8K2K4H50286P38"
 4:55:08 "infiSTAR.de - _randvar30: b4e6s0z9K7e8y1O2J3H1s2J"
 4:55:08 "infiSTAR.de - _randvar31: m1E80164C8s6L787g7g3G"
 4:55:08 "infiSTAR.de - _randvar32: a4g1G7H9S7B7K5g8G8O481J"
 4:55:08 "infiSTAR.de - _randvar33: m4S9S6B78465S6G7s6X4z6D"
 4:55:08 "infiSTAR.de - _randvar34: v2B161G1z287D1z192Q10"
 4:55:08 "infiSTAR.de - _randvar35: l1g9t6L4O684t263X207K"
 4:55:08 "infiSTAR.de - _randvar36: y1J6B4e0S7Q2O5S6g5g3g"
 4:55:08 "infiSTAR.de - _randvar319737: c7S5G0P2J4K5e3S6t3g7O6S"
 4:55:08 "infiSTAR.de - _randvar38: u4C9e8E3K5K88486K0y5D"
 4:55:08 "infiSTAR.de - _randvar39: v4H2E4s1z2Q4y9s4J9K6O"
 4:55:08 "infiSTAR.de - _clickOnMapTimer: d6e086H6B0S797B8y2t1G"
 4:55:08 "infiSTAR.de - _clickOnMapCaught: l3g1J9H0e5B8g0S5S582C0t7J"
 4:55:08 "infiSTAR.de - _fnc_handlerandvar10: g789S5g9g804K888P4y3K7n"
 4:55:08 "infiSTAR.de - _remark: l8O062L8g5Q8O6s2n282G"
 4:55:08 "infiSTAR.de - _AHpos: n7X7X367K1t3X5L00686B"
 4:55:08 "infiSTAR.de - _loadedcheckpos: i6X8D4B9y2X7X4B4D682P"
 4:55:08 "infiSTAR.de - _loadedchecktime: a265D4B1K1S90000L3z"
 4:55:08 "infiSTAR.de - _MenuChecksRunningx: q4z0P6Q2s9G4B568e360B7J68"
 4:55:08 "infiSTAR.de - _oneachframe: c5B5g6n2y2B1G7H9E1X8g4z58"
 4:55:08 "infiSTAR.de - _anotherloop: g9n3t3B580C6y0L8X46"
 4:55:08 "infiSTAR.de - _clientoncetwo: x188n4K486O590K1O3n888L1g"
 4:55:08 "infiSTAR.de - _lastUnlock: t79567X685C087G6D880B"
 4:55:08 "infiSTAR.de - _AdminReqCheck: f4g3G8L6B4P907P9B208J6n"
 4:55:08 "infiSTAR.de - _antidupeCheckVar: g8t3y8L8y2S888z5t6g5G5E"
 4:55:08 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_t68809H3X8s4O4g2B9H4y"
 4:55:08 "infiSTAR.de - _antidupePVResVar: PVAHR_0_o4t1J7g1B9H3C665L9G7g9g"
 4:55:08 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_s580e3P1K68486B489888"
 4:55:08 "infiSTAR.de - _randvar319710: PVAHR_0_o7E867G7S8K8G2C502B3C7P"
 4:55:09 "infiSTAR.de - AntiHack LOADED!"
 4:55:09 "infiSTAR.de - CREATING AdminMenu"
 4:55:09 "infiSTAR.de - AdminMenu LOADED!"
 4:55:09 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 4:55:09 "infiSTAR.de - AntiHack FULLY LOADED"
 4:55:10 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 4:55:10 "[Random_Weed_Farm]: Function loaded ... Server Building 2 Weed Farm(s)"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (125018) [12504.3,13473.9] with 4 plants"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (107002) [10787.3,15100.8] with 6 plants"
 4:55:10 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 4:55:11 "Res3tting B!S effects..."
 4:55:12 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 4:55:13 "HIVE: Starting"
 4:55:13 "HIVE: trying to get objects"
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 "HIVE: found 438 objects"
 4:55:14 "HIVE: Commence Object Streaming..."
 4:55:16 "HIVE: got 0 Epoch Objects and 438 Vehicles"
 4:55:23 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 4:55:23 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 4:55:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 4:55:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 4:55:26 "infiSTAR.de - Player-Log: DY357LX(MYSTEAMID) - 0h 00min | ******ADMIN******"
 4:55:34 "HIVE: Vehicle Spawn limit reached!"
 4:55:34 "HIVE: Spawning # of Debris: 50"
 4:55:34 "HIVE: Spawning # of Ammo Boxes: 3"
 4:55:34 "HIVE: Spawning # of Veins: 50"
 4:55:34 "Total Number of spawn locations 5"
 4:55:34 "EPOCH EVENTS INIT"
 4:55:36 "DEBUG VEIN: Too many objects at [8887.92,11357]"
 4:55:37 Server: Object 3:12 not found (message 70)
 4:55:37 "TIME SYNC: Local Time set to [2013,8,3,10,55]"
 4:55:38 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:38 "infiSTAR.de ******ADMIN-LOGIN******: DY357LX(MYSTEAMID)"
 4:55:38 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:39 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
 4:55:39 "WAI: AI Config File Loaded"
 4:55:39 "WAI: AI Monitor Started"
 4:55:39 "WAI: Initialising missions"
 4:56:05 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX TP infront of you ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - 1 Step Building - ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No OverBurdened - ON"
 4:56:07 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No Build Limit - ON"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:34 ["95.402496","[2939.643066,15122.111328,-0.0888062]","MYSTEAMID",[[0.995558,-0.0941518,0],[0,0,1]]]
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error %: Type String, expected Number
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error Generic error in expression
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 ["95.402496","[2944.23999,15121.675781,1.817505]","MYSTEAMID",[[0.703966,-0.0665753,0.707107],[-0.703966,0.0665753,0.707107]]]
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error %: Type String, expected Number
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error Generic error in expression
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978

 

As requested. (And I've removed my SteamID.)

And, looking at the database, it doesn't appear that the metal floors and plot pole I built have been saved.

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1 hour ago, DY357LX said:
  Hide contents

 

=====================================================================
== D:\TCAFiles\Users\bend\19504\19504.exe
== D:\TCAFiles\Users\bend\19504\19504.exe  -ip=119.252.189.230 -port=3502 -mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; -name=DayZConfig -config=DayZConfig\config.cfg -cfg=DayZConfig\basic.cfg -profiles=DayZConfig
=====================================================================
Exe timestamp: 2015/05/21 22:08:52
Current time:  2016/05/08 04:53:47

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:26 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 4:54:35 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 4:54:36 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 4:54:46 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 4:54:46 "DayZ Epoch: MPframework inited"
 4:54:49 "infiSTAR.de - Waiting for BIS_fnc_init..."
 4:54:53 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:55:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
 4:55:08 Warning Message: Script low_admins.sqf not found
 4:55:08 Warning Message: Script normal_admins.sqf not found
 4:55:08 Warning Message: Script super_admins.sqf not found
 4:55:08 Warning Message: Script blacklist.sqf not found
 4:55:08 "infiSTAR.de - iproductVersion: 23012016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11"
 4:55:08 "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 = ['9','0','s','P','8','B','D','G','O','S','g','C','J','z','E','t','n','H','8','g','y','K','L','X','B','6','e','K','8','Q'];
for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
_gen
}"
 4:55:08 "infiSTAR.de - _simple: i384B2K4g1g8C791K3J0J"
 4:55:08 "infiSTAR.de - _dialogIds: i4t2e4O8B3O2E288t6876"
 4:55:08 "infiSTAR.de - _badtxts: o289y3S4e8K2E7Q8G2n5L"
 4:55:08 "infiSTAR.de - _randvar1: n1H1B1B70387n69194z6z8B6e"
 4:55:08 "infiSTAR.de - _randvar2: d8n083e5X7n9B4n9s5B48"
 4:55:08 "infiSTAR.de - _randvar0: j192K6G3L6X7K7e5z1S4z"
 4:55:08 "infiSTAR.de - _randvar3: d5B7n383g1H3K3z6P70"
 4:55:08 "infiSTAR.de - _randvar4: j684G18364t0D9B2O9L7L"
 4:55:08 "infiSTAR.de - _randvar5: n3K1g4E1X5t4g5g581z2z2P"
 4:55:08 "infiSTAR.de - _randvar6: x180g0J6z5G101D7t0H4e"
 4:55:08 "infiSTAR.de - _randvar8: d3z2G6B065K9G8P6g9Q3C"
 4:55:08 "infiSTAR.de - _randvar11: d3B6888189B7z5H7O3E"
 4:55:08 "infiSTAR.de - _randvar12: p7K9G0G3C0z78488s886S8S"
 4:55:08 "infiSTAR.de - _randvar13: x1B5g8E0g3L389t6D3H0y"
 4:55:08 "infiSTAR.de - _randvar19: m1D1L2t3s1G0B4H7O287z9z"
 4:55:08 "infiSTAR.de - _randvar20: w5g7S6O8O2K5g4S6J0O5H"
 4:55:08 "infiSTAR.de - _randvar27: b968t106K4z5O2G6J7G40"
 4:55:08 "infiSTAR.de - _randvar26: p3D6P1S9L4t7s4H5K28"
 4:55:08 "infiSTAR.de - _randvar25: k084S7t7H26883B9n3g6X18"
 4:55:08 "infiSTAR.de - _randvar29: v784e8B8K2K4H50286P38"
 4:55:08 "infiSTAR.de - _randvar30: b4e6s0z9K7e8y1O2J3H1s2J"
 4:55:08 "infiSTAR.de - _randvar31: m1E80164C8s6L787g7g3G"
 4:55:08 "infiSTAR.de - _randvar32: a4g1G7H9S7B7K5g8G8O481J"
 4:55:08 "infiSTAR.de - _randvar33: m4S9S6B78465S6G7s6X4z6D"
 4:55:08 "infiSTAR.de - _randvar34: v2B161G1z287D1z192Q10"
 4:55:08 "infiSTAR.de - _randvar35: l1g9t6L4O684t263X207K"
 4:55:08 "infiSTAR.de - _randvar36: y1J6B4e0S7Q2O5S6g5g3g"
 4:55:08 "infiSTAR.de - _randvar319737: c7S5G0P2J4K5e3S6t3g7O6S"
 4:55:08 "infiSTAR.de - _randvar38: u4C9e8E3K5K88486K0y5D"
 4:55:08 "infiSTAR.de - _randvar39: v4H2E4s1z2Q4y9s4J9K6O"
 4:55:08 "infiSTAR.de - _clickOnMapTimer: d6e086H6B0S797B8y2t1G"
 4:55:08 "infiSTAR.de - _clickOnMapCaught: l3g1J9H0e5B8g0S5S582C0t7J"
 4:55:08 "infiSTAR.de - _fnc_handlerandvar10: g789S5g9g804K888P4y3K7n"
 4:55:08 "infiSTAR.de - _remark: l8O062L8g5Q8O6s2n282G"
 4:55:08 "infiSTAR.de - _AHpos: n7X7X367K1t3X5L00686B"
 4:55:08 "infiSTAR.de - _loadedcheckpos: i6X8D4B9y2X7X4B4D682P"
 4:55:08 "infiSTAR.de - _loadedchecktime: a265D4B1K1S90000L3z"
 4:55:08 "infiSTAR.de - _MenuChecksRunningx: q4z0P6Q2s9G4B568e360B7J68"
 4:55:08 "infiSTAR.de - _oneachframe: c5B5g6n2y2B1G7H9E1X8g4z58"
 4:55:08 "infiSTAR.de - _anotherloop: g9n3t3B580C6y0L8X46"
 4:55:08 "infiSTAR.de - _clientoncetwo: x188n4K486O590K1O3n888L1g"
 4:55:08 "infiSTAR.de - _lastUnlock: t79567X685C087G6D880B"
 4:55:08 "infiSTAR.de - _AdminReqCheck: f4g3G8L6B4P907P9B208J6n"
 4:55:08 "infiSTAR.de - _antidupeCheckVar: g8t3y8L8y2S888z5t6g5G5E"
 4:55:08 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_t68809H3X8s4O4g2B9H4y"
 4:55:08 "infiSTAR.de - _antidupePVResVar: PVAHR_0_o4t1J7g1B9H3C665L9G7g9g"
 4:55:08 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_s580e3P1K68486B489888"
 4:55:08 "infiSTAR.de - _randvar319710: PVAHR_0_o7E867G7S8K8G2C502B3C7P"
 4:55:09 "infiSTAR.de - AntiHack LOADED!"
 4:55:09 "infiSTAR.de - CREATING AdminMenu"
 4:55:09 "infiSTAR.de - AdminMenu LOADED!"
 4:55:09 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 4:55:09 "infiSTAR.de - AntiHack FULLY LOADED"
 4:55:10 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 4:55:10 "[Random_Weed_Farm]: Function loaded ... Server Building 2 Weed Farm(s)"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (125018) [12504.3,13473.9] with 4 plants"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (107002) [10787.3,15100.8] with 6 plants"
 4:55:10 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 4:55:11 "Res3tting B!S effects..."
 4:55:12 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 4:55:13 "HIVE: Starting"
 4:55:13 "HIVE: trying to get objects"
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 "HIVE: found 438 objects"
 4:55:14 "HIVE: Commence Object Streaming..."
 4:55:16 "HIVE: got 0 Epoch Objects and 438 Vehicles"
 4:55:23 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 4:55:23 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 4:55:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 4:55:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 4:55:26 "infiSTAR.de - Player-Log: DY357LX(MYSTEAMID) - 0h 00min | ******ADMIN******"
 4:55:34 "HIVE: Vehicle Spawn limit reached!"
 4:55:34 "HIVE: Spawning # of Debris: 50"
 4:55:34 "HIVE: Spawning # of Ammo Boxes: 3"
 4:55:34 "HIVE: Spawning # of Veins: 50"
 4:55:34 "Total Number of spawn locations 5"
 4:55:34 "EPOCH EVENTS INIT"
 4:55:36 "DEBUG VEIN: Too many objects at [8887.92,11357]"
 4:55:37 Server: Object 3:12 not found (message 70)
 4:55:37 "TIME SYNC: Local Time set to [2013,8,3,10,55]"
 4:55:38 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:38 "infiSTAR.de ******ADMIN-LOGIN******: DY357LX(MYSTEAMID)"
 4:55:38 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:39 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
 4:55:39 "WAI: AI Config File Loaded"
 4:55:39 "WAI: AI Monitor Started"
 4:55:39 "WAI: Initialising missions"
 4:56:05 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX TP infront of you ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - 1 Step Building - ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No OverBurdened - ON"
 4:56:07 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No Build Limit - ON"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:34 ["95.402496","[2939.643066,15122.111328,-0.0888062]","MYSTEAMID",[[0.995558,-0.0941518,0],[0,0,1]]]
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error %: Type String, expected Number
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error Generic error in expression
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 ["95.402496","[2944.23999,15121.675781,1.817505]","MYSTEAMID",[[0.703966,-0.0665753,0.707107],[-0.703966,0.0665753,0.707107]]]
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error %: Type String, expected Number
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error Generic error in expression
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978

 

As requested. (And I've removed my SteamID.)

And, looking at the database, it doesn't appear that the metal floors and plot pole I built have been saved.

Do those errors appear when your server loads or are you placing objects?

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Just now, Mikeeeyy said:

Do those errors appear when your server loads or are you placing objects?

When placing objects.

Currently installed mods:
Gold coins + Banking
Plot for Life
Snap building + vectors
Door Management
Slow Zombies
Master key
Weed fields
WAI
Services Points
Custom loadouts
Safezones

I can provide files if you want them.

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1 hour ago, DY357LX said:
  Hide contents

 

=====================================================================
== D:\TCAFiles\Users\bend\19504\19504.exe
== D:\TCAFiles\Users\bend\19504\19504.exe  -ip=119.252.189.230 -port=3502 -mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; -name=DayZConfig -config=DayZConfig\config.cfg -cfg=DayZConfig\basic.cfg -profiles=DayZConfig
=====================================================================
Exe timestamp: 2015/05/21 22:08:52
Current time:  2016/05/08 04:53:47

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:18 Server error: Player without identity DY357LX (id 2797402)
 4:54:26 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 4:54:35 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 4:54:35 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 4:54:35 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 4:54:36 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 4:54:36 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 4:54:46 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 4:54:46 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 4:54:46 "DayZ Epoch: MPframework inited"
 4:54:49 "infiSTAR.de - Waiting for BIS_fnc_init..."
 4:54:53 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:54:53 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 4:55:08 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
 4:55:08 Warning Message: Script low_admins.sqf not found
 4:55:08 Warning Message: Script normal_admins.sqf not found
 4:55:08 Warning Message: Script super_admins.sqf not found
 4:55:08 Warning Message: Script blacklist.sqf not found
 4:55:08 "infiSTAR.de - iproductVersion: 23012016-v1429A | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Chernarus | dayz_instance: 11 | missionName: DayZ_Epoch_11"
 4:55:08 "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 = ['9','0','s','P','8','B','D','G','O','S','g','C','J','z','E','t','n','H','8','g','y','K','L','X','B','6','e','K','8','Q'];
for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
_gen
}"
 4:55:08 "infiSTAR.de - _simple: i384B2K4g1g8C791K3J0J"
 4:55:08 "infiSTAR.de - _dialogIds: i4t2e4O8B3O2E288t6876"
 4:55:08 "infiSTAR.de - _badtxts: o289y3S4e8K2E7Q8G2n5L"
 4:55:08 "infiSTAR.de - _randvar1: n1H1B1B70387n69194z6z8B6e"
 4:55:08 "infiSTAR.de - _randvar2: d8n083e5X7n9B4n9s5B48"
 4:55:08 "infiSTAR.de - _randvar0: j192K6G3L6X7K7e5z1S4z"
 4:55:08 "infiSTAR.de - _randvar3: d5B7n383g1H3K3z6P70"
 4:55:08 "infiSTAR.de - _randvar4: j684G18364t0D9B2O9L7L"
 4:55:08 "infiSTAR.de - _randvar5: n3K1g4E1X5t4g5g581z2z2P"
 4:55:08 "infiSTAR.de - _randvar6: x180g0J6z5G101D7t0H4e"
 4:55:08 "infiSTAR.de - _randvar8: d3z2G6B065K9G8P6g9Q3C"
 4:55:08 "infiSTAR.de - _randvar11: d3B6888189B7z5H7O3E"
 4:55:08 "infiSTAR.de - _randvar12: p7K9G0G3C0z78488s886S8S"
 4:55:08 "infiSTAR.de - _randvar13: x1B5g8E0g3L389t6D3H0y"
 4:55:08 "infiSTAR.de - _randvar19: m1D1L2t3s1G0B4H7O287z9z"
 4:55:08 "infiSTAR.de - _randvar20: w5g7S6O8O2K5g4S6J0O5H"
 4:55:08 "infiSTAR.de - _randvar27: b968t106K4z5O2G6J7G40"
 4:55:08 "infiSTAR.de - _randvar26: p3D6P1S9L4t7s4H5K28"
 4:55:08 "infiSTAR.de - _randvar25: k084S7t7H26883B9n3g6X18"
 4:55:08 "infiSTAR.de - _randvar29: v784e8B8K2K4H50286P38"
 4:55:08 "infiSTAR.de - _randvar30: b4e6s0z9K7e8y1O2J3H1s2J"
 4:55:08 "infiSTAR.de - _randvar31: m1E80164C8s6L787g7g3G"
 4:55:08 "infiSTAR.de - _randvar32: a4g1G7H9S7B7K5g8G8O481J"
 4:55:08 "infiSTAR.de - _randvar33: m4S9S6B78465S6G7s6X4z6D"
 4:55:08 "infiSTAR.de - _randvar34: v2B161G1z287D1z192Q10"
 4:55:08 "infiSTAR.de - _randvar35: l1g9t6L4O684t263X207K"
 4:55:08 "infiSTAR.de - _randvar36: y1J6B4e0S7Q2O5S6g5g3g"
 4:55:08 "infiSTAR.de - _randvar319737: c7S5G0P2J4K5e3S6t3g7O6S"
 4:55:08 "infiSTAR.de - _randvar38: u4C9e8E3K5K88486K0y5D"
 4:55:08 "infiSTAR.de - _randvar39: v4H2E4s1z2Q4y9s4J9K6O"
 4:55:08 "infiSTAR.de - _clickOnMapTimer: d6e086H6B0S797B8y2t1G"
 4:55:08 "infiSTAR.de - _clickOnMapCaught: l3g1J9H0e5B8g0S5S582C0t7J"
 4:55:08 "infiSTAR.de - _fnc_handlerandvar10: g789S5g9g804K888P4y3K7n"
 4:55:08 "infiSTAR.de - _remark: l8O062L8g5Q8O6s2n282G"
 4:55:08 "infiSTAR.de - _AHpos: n7X7X367K1t3X5L00686B"
 4:55:08 "infiSTAR.de - _loadedcheckpos: i6X8D4B9y2X7X4B4D682P"
 4:55:08 "infiSTAR.de - _loadedchecktime: a265D4B1K1S90000L3z"
 4:55:08 "infiSTAR.de - _MenuChecksRunningx: q4z0P6Q2s9G4B568e360B7J68"
 4:55:08 "infiSTAR.de - _oneachframe: c5B5g6n2y2B1G7H9E1X8g4z58"
 4:55:08 "infiSTAR.de - _anotherloop: g9n3t3B580C6y0L8X46"
 4:55:08 "infiSTAR.de - _clientoncetwo: x188n4K486O590K1O3n888L1g"
 4:55:08 "infiSTAR.de - _lastUnlock: t79567X685C087G6D880B"
 4:55:08 "infiSTAR.de - _AdminReqCheck: f4g3G8L6B4P907P9B208J6n"
 4:55:08 "infiSTAR.de - _antidupeCheckVar: g8t3y8L8y2S888z5t6g5G5E"
 4:55:08 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_t68809H3X8s4O4g2B9H4y"
 4:55:08 "infiSTAR.de - _antidupePVResVar: PVAHR_0_o4t1J7g1B9H3C665L9G7g9g"
 4:55:08 "infiSTAR.de - _antiantihack_rndvar: PVAHR_0_s580e3P1K68486B489888"
 4:55:08 "infiSTAR.de - _randvar319710: PVAHR_0_o7E867G7S8K8G2C502B3C7P"
 4:55:09 "infiSTAR.de - AntiHack LOADED!"
 4:55:09 "infiSTAR.de - CREATING AdminMenu"
 4:55:09 "infiSTAR.de - AdminMenu LOADED!"
 4:55:09 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 4:55:09 "infiSTAR.de - AntiHack FULLY LOADED"
 4:55:10 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 4:55:10 "[Random_Weed_Farm]: Function loaded ... Server Building 2 Weed Farm(s)"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (125018) [12504.3,13473.9] with 4 plants"
 4:55:10 "[Random_Weed_Farm]: Found Location for a farm (107002) [10787.3,15100.8] with 6 plants"
 4:55:10 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 4:55:11 "Res3tting B!S effects..."
 4:55:12 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 4:55:13 "HIVE: Starting"
 4:55:13 "HIVE: trying to get objects"
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 4:55:14 "HIVE: found 438 objects"
 4:55:14 "HIVE: Commence Object Streaming..."
 4:55:16 "HIVE: got 0 Epoch Objects and 438 Vehicles"
 4:55:23 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 4:55:23 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 4:55:24 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 4:55:24 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 4:55:26 "infiSTAR.de - Player-Log: DY357LX(MYSTEAMID) - 0h 00min | ******ADMIN******"
 4:55:34 "HIVE: Vehicle Spawn limit reached!"
 4:55:34 "HIVE: Spawning # of Debris: 50"
 4:55:34 "HIVE: Spawning # of Ammo Boxes: 3"
 4:55:34 "HIVE: Spawning # of Veins: 50"
 4:55:34 "Total Number of spawn locations 5"
 4:55:34 "EPOCH EVENTS INIT"
 4:55:36 "DEBUG VEIN: Too many objects at [8887.92,11357]"
 4:55:37 Server: Object 3:12 not found (message 70)
 4:55:37 "TIME SYNC: Local Time set to [2013,8,3,10,55]"
 4:55:38 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:38 "infiSTAR.de ******ADMIN-LOGIN******: DY357LX(MYSTEAMID)"
 4:55:38 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-B:1 (DY357LX) REMOTE,"MYSTEAMID"]"
 4:55:39 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
 4:55:39 "WAI: AI Config File Loaded"
 4:55:39 "WAI: AI Monitor Started"
 4:55:39 "WAI: Initialising missions"
 4:56:05 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX TP infront of you ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - 1 Step Building - ON"
 4:56:06 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No OverBurdened - ON"
 4:56:07 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - No Build Limit - ON"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:21 "infiSTAR.de PVAH_WriteLog: B 1-1-B:1 (DY357LX) REMOTE   DY357LX - added metal_floor_kit to his inventory"
 4:56:34 ["95.402496","[2939.643066,15122.111328,-0.0888062]","MYSTEAMID",[[0.995558,-0.0941518,0],[0,0,1]]]
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error %: Type String, expected Number
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:34 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:34   Error Generic error in expression
 4:56:34 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 ["95.402496","[2944.23999,15121.675781,1.817505]","MYSTEAMID",[[0.703966,-0.0665753,0.707107],[-0.703966,0.0665753,0.707107]]]
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error %: Type String, expected Number
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978
 4:56:56 Error in expression <
private "_arr";
if (abs (_this - _this % 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error position: <% 1) == 0) exitWith { str _this };
_arr >
 4:56:56   Error Generic error in expression
 4:56:56 File z\addons\dayz_server\init\server_functions.sqf, line 978

 

As requested. (And I've removed my SteamID.)

And, looking at the database, it doesn't appear that the metal floors and plot pole I built have been saved.

Can you post your server_publishObject.sqf file please.

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Spoiler

private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"];

_charID = _this select 0;
_object = _this select 1;
_worldspace = _this select 2;
_class = _this select 3;

_allowed = [_object, "Server"] call check_publishobject;
if (!_allowed) exitWith { deleteVehicle _object; };

_uid = _worldspace call dayz_objectUID2;
_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];
//_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid];
_key call server_hiveWrite;
_object setVariable ["lastUpdate",time];
_object setVariable ["ObjectUID", _uid,true];

if (DZE_GodModeBase) then {
    _object addEventHandler ["HandleDamage", {false}];
} else {
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
};

_object enableSimulation false;

PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];

Yeah sure. Thanks for taking the time to help.
This part:

_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];

is from Plot for Life, if I remember rightly.
Maybe I should move the:

Quote

_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid];

line up above the Plot for Life lines? Write info to database before  Plot for Life can convert it? (I think that's what it's doing?)

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1 minute ago, DY357LX said:
  Reveal hidden contents

private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"];

_charID = _this select 0;
_object = _this select 1;
_worldspace = _this select 2;
_class = _this select 3;

_allowed = [_object, "Server"] call check_publishobject;
if (!_allowed) exitWith { deleteVehicle _object; };

_uid = _worldspace call dayz_objectUID2;
_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];
//_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid];
_key call server_hiveWrite;
_object setVariable ["lastUpdate",time];
_object setVariable ["ObjectUID", _uid,true];

if (DZE_GodModeBase) then {
    _object addEventHandler ["HandleDamage", {false}];
} else {
    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
};

_object enableSimulation false;

PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];

Yeah sure. Thanks for taking the time to help.
This part:


_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];

is from Plot for Life, if I remember rightly.
Maybe I should move the:

line up above the Plot for Life lines? Write info to database before  Plot for Life can convert it? (I think that's what it's doing?)

That's the problem, remove those 2 lines:

_worldspace set [0, (_worldspace select 0) call KK_fnc_floatToString];
_worldspace set [1, (_worldspace select 1) call KK_fnc_positionToString];

 

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2 minutes ago, DY357LX said:

Thank you. That's removed the error in the .rpt.
But does Plot for Life not need those lines we removed?

P4L uses the old version of PBB, v1.0.4 to be exact, have a look at the v1.0.4 uninstall guide in the OP.

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  • 1 month later...

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