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Take clothes script and Collect Hemp scripts not working


BlackPlague_81st

Question

I've gone through the scripts numerous times, and I just can't get it to work.

 

If someone is willing to take a look, let me know!

 

http://www.filedropper.com/dayz1chernarus

 

The scripts were working as they should this morning before the server restarted, and through out the day I have various players telling me that certain scripts don't work.

 

If you could tell me what I've done wrong, in detail if possible, that would be great!

 

Thanks!

 

 

EDIT:

 

RPT


=====================================================================
== D:\DayZ Epoch Server\Expansion\beta\ArmA2OAServer.exe
== .\Expansion\beta\arma2oaserver.exe  "-mod=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;" -name=dayz_overwatch -config=dayz_overwatch\config_1234.cfg -cfg=dayz_overwatch\basic.cfg -profiles=dayz_overwatch
=====================================================================
Exe timestamp: 2014/06/19 23:01:36
Current time:  2014/09/10 02:16:04

Version 1.63.116523
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/
 2:16:47 Warning Message: No challenge value was received from the master server.
 2:16:47 GameSpy QR2 error: 5, No challenge value was received from the master server.
 2:18:06 Server error: Player without identity 123456789 (id 273778170)
 2:19:37 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 2:19:43 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 2:19:43 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 2:19:43 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 2:19:43 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 2:19:48 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 2:19:48 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 2:19:49 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 2:19:49 "DayZ Epoch: MPframework inited"
 2:19:49 Error in expression <.Chernarus\init\compiles.sqf"

FUNCTION COMPILES
*/

if (!isDedicated) then {

">
 2:19:49   Error position: <COMPILES
*/

if (!isDedicated) then {

">
 2:19:49   Error Missing ;
 2:19:49 File mpmissions\__cur_mp.Chernarus\init\compiles.sqf, line 2
 2:19:49 Error in expression <.Chernarus\init\compiles.sqf"

FUNCTION COMPILES
*/

if (!isDedicated) then {

">
 2:19:49   Error position: <COMPILES
*/

if (!isDedicated) then {

">
 2:19:49   Error Missing ;
 2:19:49 File mpmissions\__cur_mp.Chernarus\init\compiles.sqf, line 2
 2:19:49 "infiSTAR.de - Waiting for bis_fnc_init..."
 2:19:49 "infiSTAR.de - bis_fnc_init done - AntiHack STARTING...!"
 2:19:49 Warning Message: Script low.sqf not found
 2:19:49 Warning Message: Script normal.sqf not found
 2:19:49 Warning Message: Script super.sqf not found
 2:19:49 Warning Message: Script blacklist.sqf not found
 2:19:49 "infiSTAR.de - iproductVersion: 17082014IAHAT334 | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,116523] | worldName: Chernarus | dayz_instance: 11 | missionName: dayz_1"
 2:19:49 "infiSTAR.de - _fnc_RandomGen: {
_arr = ["t","Y","3","y","m","O","o","Q","q","H","n","l","r","C","B","4","Q","k","5","A","7","P","S","D","W","t","L","J","7","D"];
_gen = "P";
for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};
_gen
}"
 2:19:49 "infiSTAR.de - _randvar1: P7DB3ttP"
 2:19:49 "infiSTAR.de - _randvar2: P777tttr"
 2:19:49 "infiSTAR.de - _randvar3: Po3YnYlY"
 2:19:49 "infiSTAR.de - _randvar4: P7HDtO3H"
 2:19:49 "infiSTAR.de - _randvar5: PWSCqAyr"
 2:19:49 "infiSTAR.de - _randvar6: PCPOQDQk"
 2:19:49 "infiSTAR.de - _randvar13: PrqSSQJY"
 2:19:49 "infiSTAR.de - _randvar19: PQtD7oBr"
 2:19:49 "infiSTAR.de - _randvar26: PS7QQyW7"
 2:19:49 "infiSTAR.de - _randvar27: PrDP7Ol5"
 2:19:49 "infiSTAR.de - _randvar27a: PLoqC4y4"
 2:19:49 "infiSTAR.de - _randvar28: PJtq5tLW"
 2:19:49 "infiSTAR.de - infiSTAR_DLL_PATH: "
 2:19:50 "infiSTAR.de - AntiHack LOADED!"
 2:19:50 "infiSTAR.de - CREATING AdminMenu"
 2:19:50 "infiSTAR.de - ADDING PublicVariableEventHandlers"
 2:19:50 "infiSTAR.de - AntiHack FULLY LOADED"
 2:19:52 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:19:52 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 2:20:07 "infiSTAR.de - infiSTAR_LoadStatus1: infiSTAR is already loaded!"
 2:20:07 "Res3tting B!S effects..."
 2:20:08 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 2:20:09 No speaker given for Tyler Miller
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 "[denmark Pack] Cherno Blocks loaded"
 2:20:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:11 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:11 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:12 "[denmark Pack] North-West-Airfield loaded"
 2:20:12 "[Denmark Pack] Grass Cutter loaded"
 2:20:12 "[denmark Pack] initializing Cherno Hill"
 2:20:12 "[denmark Pack] Cherno Base loaded"
 2:20:12 MAP_vlajkstozar: Flag - unknown animation source flag
 2:20:12 "[denmark Pack] North-East-Airfield loaded"
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 "[denmark Pack] Medvedskoye loaded"
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\buildings2\a_advertisingcolumn\a_advertcolumn.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 "[denmark Pack] Skalisty Island loaded"
 2:20:13 "[denmark Pack] Gvodzno Petrovka Road loaded"
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 ca\misc\pallets_column.p3d: No geometry and no visual shape
 2:20:13 "[denmark Pack] Solnichniy Factory loaded"
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:13 ca\structures\ruins\glass_cullet_01.p3d: No geometry and no visual shape
 2:20:14 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 2:20:14 "[Random_Weed_Farm]: Function loaded ... Server Building 2 Weed Farm(s)"
 2:20:14 "[Random_Weed_Farm]: Found Location for a farm (061002) [6126.17,15133.1] with 4 plants"
 2:20:14 "[Random_Weed_Farm]: Found Location for a farm (077005) [7775.43,14803.5] with 4 plants"
 2:20:14 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 2:20:14 "HIVE: Starting"
 2:20:14 "server_monitor.sqf execution count = 1"
 2:20:14 "HIVE: trying to get objects"
 2:20:14 "HIVE: found 150 objects"
 2:20:14 "HIVE: Commence Object Streaming..."
 2:20:14 "HIVE: got 0 Epoch Objects and 150 Vehicles"
 2:20:14 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
 2:20:14 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
 2:20:16 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
 2:20:16 UH1Y_DZE: ObsGun - unknown animation source ObsGun
 2:20:18 "infiSTAR.de - Player-Log: 123456789(76561197994099868) - 7h 52min | ******ADMIN******"
 2:20:18 "HIVE: Vehicle Spawn limit reached!"
 2:20:18 "HIVE: Spawning # of Debris: 0"
 2:20:18 "HIVE: Spawning # of Ammo Boxes: 5"
 2:20:18 "HIVE: Spawning # of Veins: 100"
 2:20:18 "Total Number of spawn locations 5"
 2:20:19 "DEBUG VEIN: on road [4459.92,8834.58]"
 2:20:20 "DEBUG VEIN: on road [12799.2,12731.8]"
 2:20:20 "DEBUG VEIN: Too many objects at [4182.05,11765.1]"
 2:20:20 "DEBUG VEIN: Too many objects at [4903.9,5072.34]"
 2:20:20 "DEBUG VEIN: Too many objects at [4843.38,7465.65]"
 2:20:20 "DEBUG VEIN: Too many objects at [4844.03,7471.62]"
 2:20:21 "DEBUG VEIN: on road [12819.8,12736.4]"
 2:20:21 "EPOCH EVENTS INIT"
 2:21:29 "infiSTAR.de PlayerConnected: _uid: 76561197994099868   _name: 123456789"
 2:21:29 "infiSTAR.de PlayerConnected: _uid:    _name: __SERVER__"
 2:21:35 "TIME SYNC: Local Time set to [2013,8,3,9,21]"
 2:21:45 "infiSTAR.de AdminReq: [1234,B 1-1-B:1 (123456789) REMOTE,"76561197994099868"]"
 2:21:45 "infiSTAR.de AdminReqProceed: [1234,B 1-1-B:1 (123456789) REMOTE,"123456789"]"
 2:21:45 "infiSTAR.de ******ADMIN-LOGIN******: 123456789(123456789)"
 2:22:27 "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (123456789) REMOTE,"123456789 TP infront of you ON"]"
 2:22:29 [DZMS]: Starting DayZ Mission System.
 2:22:29 [DZMS]: Relations not found! Using DZMS Relations.
 2:22:29 [DZMS]: Currently Running Version: 1.1FIN
 2:22:29 [DZMS]: Mission and Extended Configuration Loaded!
 2:22:29 [DZMS]: chernarus Detected. Map Specific Settings Adjusted!
 2:22:29 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
 2:22:29 [DZMS]: Loading ExecVM Functions.
 2:22:29 [DZMS]: Loading Compiled Functions.
 2:22:29 [DZMS]: Loading All Other Functions.
 2:22:29 [DZMS]: Mission Functions Script Loaded!
 2:22:29 [DZMS]: Major Mission Clock Starting!
 2:22:29 [DZMS]: Minor Mission Clock Starting!
 2:22:29 [DZMS]: Mission Marker Loop for JIPs Starting!
 2:22:29 "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (123456789) REMOTE,"123456789 adminammo_recoil ON"]"
 2:22:30 "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (123456789) REMOTE,"123456789 FastFire ON"]"
 2:22:30 "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (123456789) REMOTE,"123456789 G_o_d ON"]"
 2:22:34 "infiSTAR.de AdminReq: [1,B 1-1-B:1 (123456789) REMOTE,[7780.94,14802,0]]"
 2:22:34 "infiSTAR.de AdminReqProceed: [1,B 1-1-B:1 (123456789) REMOTE,[7780.94,14802,0]]"
 2:22:34 "infiSTAR.de PVAH_WriteLog: [B 1-1-B:1 (123456789) REMOTE,"123456789 Teleport to [7780.94,14802,0](@077005)"]"
 2:23:11 "get: STRING (123456789), sent: STRING (123456789)"
 2:23:11 "DISCONNECT: 123456789 (123456789) Object: B 1-1-B:1 (123456789) REMOTE, _characterID: 1 at loc [7775.51,14804.2,0.00112915]"
 2:23:11 Client: Remote object 3:5 not found
 2:23:11 Client: Remote object 3:4 not found
 2:23:11 Client: Remote object 3:7 not found

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Dude can you post your compiles.sqf?

The rpt is telling you a "  ;   " is missing, the will instantly nail 99% everything in the server.

If in doubt, look at what you have changed or compare from a fresh version of the file :)

 

 

Here's the Compiles.sqf file:


FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {

	"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

	BIS_Effects_Burn = 				compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
	player_zombieCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";	//Run on a players computer, checks if the player is near a zombie
	player_zombieAttack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf";	//Run on a players computer, causes a nearby zombie to attack them
	fnc_usec_damageActions =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf";		//Checks which actions for nearby casualty
	fnc_inAngleSector =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf";		//Checks which actions for nearby casualty
	fnc_usec_selfActions =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";		//Checks which actions for self
	fnc_usec_unconscious =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
	player_temp_calculation	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf";		//Temperatur System	//TeeChange
	player_weaponFiredNear =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
	player_animalCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
	player_spawnCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
	player_dumpBackpack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
	building_spawnLoot =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
	building_spawnZombies =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
	dayz_spaceInterrupt =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
	player_fired =					compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf";			//Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
	player_harvest =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
	player_packTent =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
	player_packVault =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
	player_unlockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";

	player_removeObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
	player_removeNearby =    		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

	player_removeTankTrap = {
		//Object Array, Range, Error Message (@Skaronator)
		[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
	};
	player_removeNet = {
		[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
	};

	player_login = {
		private ["_unit","_detail"];
		_unit = _this select 0;
		_detail = _this select 1;
		if(_unit == getPlayerUID player) then {
			player setVariable["publish",_detail];
		};
	};
	
	player_unlockDoor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
	player_changeCombo =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";

	player_lockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
	player_updateGui =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
	player_crossbowBolt =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
	player_music = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf";			//Used to generate ambient music
	player_death =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
	player_switchModel =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
	player_checkStealth =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
	world_sunRise =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
	world_surfaceNoise =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
	player_humanityMorph =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
	player_throwObject = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
	player_alertZombies = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
	player_fireMonitor = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
	fn_gearMenuChecks =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";

	//Objects
	object_roadFlare = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
	object_setpitchbank	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
	object_monitorGear =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";

	local_roadDebris =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";

	//Zombies
	zombie_findTargetAgent = 	compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
	zombie_loiter = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf";			//Server compile, used for loiter behaviour
	zombie_generate = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf";			//Server compile, used for loiter behaviour
	wild_spawnZombies = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf";			//Server compile, used for loiter behaviour

	pz_attack = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

	dog_findTargetAgent = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

	//actions
	player_countmagazines =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
	player_addToolbelt =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
	player_copyKey =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
	player_reloadMag =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
	player_loadCrate =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
	player_craftItem =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
	player_tentPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
	player_vaultPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
	player_drink =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
	player_eat =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
	player_useMeds =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
	player_fillWater = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
	player_makeFire =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
	player_harvestPlant =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
	player_goFishing =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
	player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
	player_wearClothes =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
	object_pickup = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
	player_flipvehicle = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
	player_sleep = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
	player_antiWall =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
	player_deathBoard =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

	player_plotPreview = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
	player_upgradeVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

	//ui
	
	player_selectSlot = 		compile preprocessFileLineNumbers "Scripts\ui_selectSlot.sqf";
	player_gearSync	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
	player_gearSet	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
	ui_changeDisplay = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
	ui_gear_sound =             compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";

	//System
	player_monitor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
	player_spawn_1 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
	player_spawn_2 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
	onPreloadStarted 			"dayz_preloadFinished = false;";
	onPreloadFinished 			"dayz_preloadFinished = true;";

	// helper functions
	player_hasTools =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
	player_checkItems =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
	player_removeItems =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
	//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
	player_traderCity = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";

	// combination of check && remove items
	player_checkAndRemoveItems = {
		private ["_items","_b"];
		_items = _this;
		_b = _items call player_checkItems;
		if (_b) then {
			_b = _items call player_removeItems;
		};
		_b
	};

	dayz_HungerThirst = {
		dayz_hunger = dayz_hunger + (_this select 0);
		dayz_thirst = dayz_thirst + (_this select 1);
	};

	epoch_totalCurrency = {
		// total currency
		_total_currency = 0;
		{
			_part =  (configFile >> "CfgMagazines" >> _x);
			_worth =  (_part >> "worth");
			if isNumber (_worth) then {
				_total_currency = _total_currency + getNumber(_worth);
			};
		} count (magazines player);
		_total_currency
	};

	epoch_itemCost = {
		_trade_total = 0;
		{
			_part_in_configClass =  configFile >> "CfgMagazines" >> (_x select 0);
			if (isClass (_part_in_configClass)) then {
				_part_inWorth = (_part_in_configClass >> "worth");
				if isNumber (_part_inWorth) then {
					_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
				};
			};
		} count _this;

		//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
		_trade_total
	};

	epoch_returnChange =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
	// usage [["partinclassname",4]] call epoch_returnChange;

	dayz_losChance = {
		private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
		_agent = 	_this select 0;
		_dis =		_this select 1;
		_maxDis = 	_this select 2;
		// diag_log ("VAL:  " + str(_this));
		_val = 		(_maxDis - _dis) max 0;
		_maxExp = 	((exp 2) * _maxDis);
		_myExp = 	((exp 2) * (_val)) / _maxExp;
		_myExp = _myExp * 0.7;
		_myExp
	};

	ui_initDisplay = {
		private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
		disableSerialization;
		_display = uiNamespace getVariable 'DAYZ_GUI_display';
		_control = 	_display displayCtrl 1204;
		_control ctrlShow false;
		if (!r_player_injured) then {
			_ctrlBleed = 	_display displayCtrl 1303;
			_ctrlBleed ctrlShow false;
		};
		if (!r_fracture_legs && !r_fracture_arms) then {
			_ctrlFracture = 	_display displayCtrl 1203;
			_ctrlFracture ctrlShow false;
		};
		_ctrlDogFoodBorder = _display displayCtrl 1501;
		_ctrlDogFoodBorder ctrlShow false;
		_ctrlDogFood = _display displayCtrl 1701;
		_ctrlDogFood ctrlShow false;

		_ctrlDogWaterBorder = _display displayCtrl 1502;
		_ctrlDogWaterBorder ctrlShow false;
		_ctrlDogWater = _display displayCtrl 1702;
		_ctrlDogWater ctrlShow false
	};

	dayz_losCheck = {
		private["_target","_agent","_cantSee"];
		_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
		_agent = _this select 1;
		_cantSee = true;
		if (!isNull _target) then {

			_tPos = visiblePositionASL _target;
			_zPos = visiblePositionASL _agent;

			_tPos set [2,(_tPos select 2)+1];
			_zPos set [2,(_zPos select 2)+1];

			if ((count _tPos > 0) && (count _zPos > 0)) then {
				_cantSee = terrainIntersectASL [_tPos, _zPos];
				if (!_cantSee) then {
					_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
				};
			};
		};
		_cantSee
	};

	dayz_equipCheck = {
		private ["_empty", "_needed","_diff","_success"];
		_config = _this;
		_empty = [player] call BIS_fnc_invSlotsEmpty;
		_needed = [_config] call BIS_fnc_invSlotType;
		_diff = [_empty,_needed] call BIS_fnc_vectorDiff;

		_success = true;
		{
			if (_x > 0) then {_success = false};
		} count _diff;
		hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
		_success
	};

	vehicle_gear_count = {
		private["_counter"];
		_counter = 0;
		{
			_counter = _counter + _x;
		} count _this;
		_counter
	};

	player_tagFriendlyMsg = {
		if(player == (_this select 0)) then {
			cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
		};
	};

	player_serverModelChange = {
		private["_object","_model"];
		_object = _this select 0;
		_model = _this select 1;
		if (_object == player) then {
			_model call player_switchModel;
		};
	};

	player_guiControlFlash = 	{
		private["_control"];
		_control = _this;
		if (ctrlShown _control) then {
			_control ctrlShow false;
		} else {
			_control ctrlShow true;
		};
	};
	
	gearDialog_create = {
		private ["_i","_dialog"];
		if (!isNull (findDisplay 106)) then {
			(findDisplay 106) closeDisplay 0;
		};
		openMap false;
		closeDialog 0;
		if (gear_done) then {sleep 0.001;};
		player action ["Gear", player];
		if (gear_done) then {sleep 0.001;};
		_dialog = findDisplay 106;
		_i = 0;
		while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
			_i = _i + 1;
			_dialog = findDisplay 106;
			if (gear_done) then {sleep 0.001;};
			if (_i in [100,200,299]) then {
				closeDialog 0;
				player action ["Gear", player];
			};
			if (_i > 300) exitWith {};
		};
		if (gear_done) then {sleep 0.001;};
		_dialog = findDisplay 106;
		if ((parseNumber(_this select 0)) != 0) then {
			ctrlActivate (_dialog displayCtrl 157);
			if (gear_done) then {
				waitUntil {ctrlShown (_dialog displayCtrl 159)};
				sleep 0.001;
			};
		};
		_dialog
	};

	gear_ui_offMenu = {
		private["_control","_parent","_menu"];
		disableSerialization;
		_control = 	_this select 0;
		_parent = 	findDisplay 106;
		if (!(_this select 3)) then {
			for "_i" from 0 to 9 do {
				_menu = _parent displayCtrl (1600 + _i);
				_menu ctrlShow false;
			};
			_grpPos = ctrlPosition _control;
			_grpPos set [3,0];
			_control ctrlSetPosition _grpPos;
			_control ctrlShow false;
			_control ctrlCommit 0;
		};
	};

	dze_surrender_off = {
		player setVariable ["DZE_Surrendered", false, true];
		DZE_Surrender = false;
	};

	gear_ui_init = {
		private["_control","_parent","_menu","_dspl","_grpPos"];
		disableSerialization;
		_parent = findDisplay 106;
		_control = 	_parent displayCtrl 6902;
		for "_i" from 0 to 9 do {
			_menu = _parent displayCtrl (1600 + _i);
			_menu ctrlShow false;
		};
		_grpPos = ctrlPosition _control;
		_grpPos set [3,0];
		_control ctrlSetPosition _grpPos;
		_control ctrlShow false;
		_control ctrlCommit 0;
	};

	dayz_eyeDir = {
		private["_vval","_vdir"];
		_vval = (eyeDirection _this);
		_vdir = (_vval select 0) atan2 (_vval select 1);
		if (_vdir < 0) then {_vdir = 360 + _vdir};
		_vdir
	};

	DZE_getModelName = {
		_objInfo = toArray(str(_this));
		_lenInfo = count _objInfo - 1;
		_objName = [];
		_i = 0;
		// determine where the object name starts
		{
			if (58 == _objInfo select _i) exitWith {};
			_i = _i + 1;
		} count _objInfo;
		_i = _i + 2; // skip the ": " part
		for "_k" from _i to _lenInfo do {
			_objName set [(count _objName), (_objInfo select _k)];
		};
		_objName = toLower(toString(_objName));
		_objName
	};

	dze_isnearest_player = {
		private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
		if(!isNull _this) then {
			_nearPlayers = _this nearEntities ["CAManBase", 12];
			_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
			_notClosest = false;
			if (_playerNear) then {
				// check if another player is closer
				_playerDistance = player distance _this;
				{
					if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
				} count _nearPlayers;
			};
		} else {
			_notClosest = false;
		};
		_notClosest
	};

	// trader menu code
	if (DZE_ConfigTrader) then {
		call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
	}else{
		call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
	};
	// recent murders menu code
	call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";

	//This is still needed but the fsm should terminate if any errors pop up.
	[] spawn {
        private["_timeOut","_display","_control1","_control2"];
        disableSerialization;
        _timeOut = 0;
        dayz_loadScreenMsg = "";
        diag_log "DEBUG: loadscreen guard started.";
        _display = uiNameSpace getVariable "BIS_loadingScreen";
        if (!isNil "_display") then {
                _control1 = _display displayctrl 8400;
                _control2 = _display displayctrl 102;
        };
		if (!isNil "dayz_DisplayGenderSelect") then {
			waitUntil {!dayz_DisplayGenderSelect};
		};

        // 120 sec timeout (12000 * 0.01)
        while { _timeOut < 12000 } do {
            if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
            if (!isNil "_display") then {
                if ( isNull _display ) then {
                        waitUntil { !dialog; };
                        startLoadingScreen ["","RscDisplayLoadCustom"];
                        _display = uiNameSpace getVariable "BIS_loadingScreen";
                        _control1 = _display displayctrl 8400;
                        _control2 = _display displayctrl 102;
                };

                if ( dayz_loadScreenMsg != "" ) then {
                        _control1 ctrlSetText dayz_loadScreenMsg;
                        dayz_loadScreenMsg = "";
                };

                _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
            };

            _timeOut = _timeOut + 1;

            if (_timeOut >= 12000) then {
                1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
                sleep 10;
                endLoadingScreen;
                endMission "END1";
            };

            sleep 0.01;
        };
	};

	dayz_meleeMagazineCheck = {
                private["_meleeNum","_magType"];
                _magType =         ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
                _meleeNum = ({_x == _magType} count magazines player);
                if (_meleeNum < 1) then {
                        player addMagazine _magType;
                };
        };

	dayz_originalPlayer = player;

	progressLoadingScreen 0.8;
};

	//Both
	BIS_fnc_selectRandom =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
	BIS_fnc_vectorAdd =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
	BIS_fnc_halo =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
	BIS_fnc_findNestedElement =	compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
	BIS_fnc_param = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";

	fnc_buildWeightedArray = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf";		//Checks which actions for nearby casualty
	fnc_usec_damageVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf";		//Event handler run on damage

	// object_vehicleKilled =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf";		//Event handler run on damage
	object_setHitServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
	object_setFixServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
	object_getHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf";			//gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
	object_setHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf";			//process the hit as a NORMAL damage (useful for persistent vehicles)
	object_processHit =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf";		//process the hit in the REVO damage system (records && sets hit)
	object_delLocal =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
	// object_cargoCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf";		//Run by the player || server to monitor changes in cargo contents
	fnc_usec_damageHandler =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";		//Event handler run on damage
	fnc_veh_ResetEH = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf";			//Initialize vehicle
	// Vehicle damage fix
	vehicle_handleDamage    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
	vehicle_handleKilled    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
	//fnc_vehicleEventHandler = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf";			//Initialize vehicle
	fnc_inString = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
	fnc_isInsideBuilding = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding;
	fnc_isInsideBuilding2 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding2;
	fnc_isInsideBuilding3 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding3;
	dayz_zombieSpeak = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf";			//Used to generate random speech for a unit
	vehicle_getHitpoints =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
	local_gutObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf";		//Generated on the server (|| local to unit) when gutting an object
	local_lockUnlock =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf";		//When vehicle is local to unit perform locking vehicle
	local_gutObjectZ =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf";		//Generated on the server (|| local to unit) when gutting an object
	local_zombieDamage = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf";		//Generated by the client who created a zombie to track damage
	local_eventKill = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf";		//Generated when something is killed
	//player_weaponCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf";	//Run by the player || server to monitor whether they have picked up a new weapon
	curTimeStr =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
	player_medBandage =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
	player_medInject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
	player_medEpi =				compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
	player_medTransfuse =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
	player_medMorphine =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
	player_breaklegs =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
	player_medPainkiller =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
	world_isDay = 				{if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
	player_humanityChange =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
	spawn_loot =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
	spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
	// player_projectileNear = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
	FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
		private "_pos";
		_thingy = _this select 0;
		_pos = getPosASL _thingy;
		if (surfaceIsWater _pos) then {
			_thingy setPosASL _pos;
		} else {
			_thingy setPosATL (ASLToATL _pos);
		};
	};
	FNC_GetPos = {
		private "_pos";
		if (isNil {_this select 0}) exitWith {[0,0,0]};
		_thingy = _this select 0;
		_pos = getPosASL _thingy;
		if !(surfaceIsWater _pos) then {
			_pos =  ASLToATL _pos;
		};
		_pos
	};
	local_setFuel =	{
		private["_qty","_vehicle"];
		_vehicle = _this select 0;
		_qty = _this select 1;
		_vehicle setFuel _qty;
	};
	zombie_initialize = {
		private ["_unit","_position"];
		_unit = _this select 0;
		if (isServer) then {
			_unit addEventHandler ["local", {_this call zombie_findOwner}];
		};
		_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
		_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
	};

	dayz_EjectPlayer = {
		// check if player in vehicle
        private ["_noDriver","_vehicle","_inVehicle"];
        _vehicle = vehicle player;
		_inVehicle = (_vehicle != player);
		if(_inVehicle) then {
			_noDriver = ((_vehicle emptyPositions "driver") > 0);
			if (_noDriver && (speed _vehicle) != 0) then {
				player action [ "eject", _vehicle];
			};
		};
	};

	player_sumMedical = {
		private["_character","_wounds","_legs","_arms","_medical"];
		_character = 	_this;
		_wounds =		[];
		if (_character getVariable["USEC_injured",false]) then {
			{
				if (_character getVariable[_x,false]) then {
					_wounds set [count _wounds,_x];
				};
			} count USEC_typeOfWounds;
		};
		_legs = _character getVariable ["hit_legs",0];
		_arms = _character getVariable ["hit_arms",0];
		_medical = [
			_character getVariable["USEC_isDead",false],
			_character getVariable["NORRN_unconscious", false],
			_character getVariable["USEC_infected",false],
			_character getVariable["USEC_injured",false],
			_character getVariable["USEC_inPain",false],
			_character getVariable["USEC_isCardiac",false],
			_character getVariable["USEC_lowBlood",false],
			_character getVariable["USEC_BloodQty",12000],
			_wounds,
			[_legs,_arms],
			_character getVariable["unconsciousTime",0],
			_character getVariable["messing",[0,0]]
		];
		_medical
	};

	//Server Only
	if (isServer) then {
		call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
	} else {
		eh_localCleanup = {};
	};

initialized = true;
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Here's the Compiles.sqf file:


FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {

	"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

 

 

There you go dude your ignore was not opened.

Chage the top with this below :)

 

/*

    FUNCTION COMPILES

*/

 

That tells the server to ignore everythinbg between /* and */.

 

Hope this helps :)

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There you go dude your ignore was not opened.

Chage the top with this below :)

 

/*

    FUNCTION COMPILES

*/

 

That tells the server to ignore everythinbg between /* and */.

 

Hope this helps :)

 

 

I noticed that as well, and fixed it. When I went back into the server (local), the scripts still weren't working.

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Firstly could you remove the.

/*

FUNCTION COMPILES

*/

 

Then try and do any type of action. A well coded server will not run the script untill its needed :) Then close it once used.

Once you have that could you post the logs again ?

Cheers

http://pastebin.com/AxC45KEg

 

 

Error does not pop up, neither do the EXTRA_RC commands for weed farms.

 

Take clothes script doesn't work either.

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Firstly could you remove the.

/*

FUNCTION COMPILES

*/

 

Then try and do any type of action. A well coded server will not run the script untill its needed :) Then close it once used.

Once you have that could you post the logs again ?

Cheers

 

 

Error Undefined variable in expression: _this

12:27:54 File mpmissions\__cur_mp.Chernarus\Scripts\ui_selectSlot.sqf, line 3

 

Found this under the RPT log

 

http://pastebin.com/Je8ACVrk

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