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[Release] Advanced Trading 2.1 !UPDATED!


Zupa

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I'm having the exact same problem, except that I can't use it even as an admin. I have tried everything.  I even installed the trading system completely by itself on a completely clean, default-code vanilla Epoch server. The prompt and the menus come up nicely, but the menus wont fill. Whats wrong?

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Hey everyone.

 

Got this setup on our server but i had an idea. Would there be any way to setup the traders so instead of normal global banking it was a global credit system. So players could purchase items based on their current "Credit" so the traders actually show their current coin placed into their credit account and cant buy items directly form there.

 

 

Has anyone considered this ?

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hello ive just installed this to my server and im not getting it in the scroll menu and i have no anti hack followed the instructions still getting an error dunno what i should do ive tried everything i can think of at the moment using single currency storage aswell

 

Error in expression <Z_BuyingArray = [];_arrayOfTraderCat = Z_traderData;_counter = 0;{_cat = fo>

Error position: <Z_traderData;_counter = 0;{_cat = fo>

Error Undefined variable in expression: z_traderdata

File mpmissions\__cur_mp.Chernarus\zupa\advancedTrading\functions\z_at_calcBuyableList.sqf, line 6

Error in expression <leSerialization; Z_traderData = (_this select 3); if( isNil "Z_traderData" ||>

Error position: <select 3); if( isNil "Z_traderData" ||>

Error Zero divisor

File mpmissions\__cur_mp.Chernarus\zupa\advancedTrading\init.sqf, line 3

 

 

any help would be great

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getting this error : 

 

File mpmissions\DayZ_Overpoch_1.Chernarus\zupa\advancedTrading\advancedTrading.hpp, line 0: .AT_Zupa_BlueButton: Undefined base class 'ZSC_RscButtonMenu'

 

added the ZSCDefines in the description.ext... anyone knows how to fix this?

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So there probably is a fix for this already been posted but i can not find it aha. I'm having similar issues, all of the admins can use it and it will show everything that is being sold but when any other person tries, it will not display anything like in the pics. even when trying to sell, it will say i accept x amount of items from your gear but doesn't show them aha. Anyone pls help

Bump

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getting this error : 

 

File mpmissions\DayZ_Overpoch_1.Chernarus\zupa\advancedTrading\advancedTrading.hpp, line 0: .AT_Zupa_BlueButton: Undefined base class 'ZSC_RscButtonMenu'

 

added the ZSCDefines in the description.ext... anyone knows how to fix this?

 

 

Do you have zupas coins installed?

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  • 2 weeks later...

Follow everything Zupa outlines then this as well:

for those that can't get it to work try this: (my mate {mostly him} and I worked this out)

init.sqf - bolded orange part I added in.

//Load in compiled functions
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";                //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                //Initilize the publicVariable event handlers
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";                //Compile regular functions
progressLoadingScreen 0.5;
call compile preprocessFileLineNumbers "server_traders.sqf";                //Compile trader configs
progressLoadingScreen 0.7;
call compile preprocessFileLineNumbers "custom\compiles.sqf";  // custom fn_selfaction in here.

progressLoadingScreen 1.0;

. . .\MPMissions\DayZ_Epoch_11.Chernarus\ (where your init.sqf is at) is where you make a folder called 'custom'.

Ignore the "traders" folder below  -- it's a folder on my desktop. The next graphic is the root folder "\MPMissions\DayZ_Epoch_11.Chernarus\" where you make a folder called "custom" and place the two SQFs into.  (NOTE: do not delete or modify fn_selfActions.sqf from DayZ_Code)

custom_folder.thumb.png.76f461a1b6727766more_zupa.thumb.png.88827315a2a89a9ba5c0<-- root folder \MPMissions\DayZ_Epoch_11.Chernarus\

custom_compile.sqf (the line below)

custom_compile.thumb.png.97908b8de686591

fn_selfActions.sqf (below Below is a clip from notepad++ and exactly where the Zupa insert should go. highlighted text in grey is the Zupa addition)

fn_self_action_zupa.thumb.png.8fc68e239a

if you are having issues with non-admins not being able to use the menu, try the infiSTAR add that Zupa uses, if you are not using infistar = I don't know. I tried to be overly verbose for the sake of new people trying to learn.  

Edited by Just_R
fixing the broken images (forwhateverreasonwhytheybroke)
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Im having the same issues as others where Admins can open the advanced trading menu and all the items for sale fill up however non admins can open the menu but see no items for sale. I did manage to get an error client side however upon checking said file the error is strange as the the error says there is a missing ; but in the file there is not. 

 

error.jpg

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Zdrastvuvyte I work only a trader of food and goods medication.window product empty , not what to buy and sell , and RPT errors.Map Saurelend OwerPoch + infistar
Error in expression <bAdd [7401,  _x select 3];
lbSetPicture [7401, _index, _x select 4 ];
}count Z_S>
  Error position: <[7401, _index, _x select 4 ];
}count Z_S>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillSellList.sqf, line 5
Error in expression <bAdd [7401,  _x select 3];
lbSetPicture [7401, _index, _x select 4 ];
}count Z_S>
  Error position: <[7401, _index, _x select 4 ];
}count Z_S>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillSellList.sqf, line 5
Error in expression <lbAdd [7402, _x select 3];
lbSetPicture [7402, _index,  _x select 4];
}count Z_S>
  Error position: <[7402, _index,  _x select 4];
}count Z_S>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillSellingList.sqf, line 5
Error in expression <lbAdd [7402, _x select 3];
lbSetPicture [7402, _index,  _x select 4];
}count Z_S>
  Error position: <[7402, _index,  _x select 4];
}count Z_S>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillSellingList.sqf, line 5
Error in expression <dd [7402, _temp select 3];
lbSetPicture [7402, _index2, _temp select 4];
call Z_>
  Error position: <[7402, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_pushItemToList.sqf, line 11
Error in expression <dd [7402, _temp select 3];
lbSetPicture [7402, _index2, _temp select 4];
call Z_>
  Error position: <[7402, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_pushItemToList.sqf, line 11
Error in expression <d [7401,  _temp select 3];
lbSetPicture [7401, _index2, _temp select 4];
call Z_>
  Error position: <[7401, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_removeItemFromList.sqf, line 11
Error in expression <d [7401,  _temp select 3];
lbSetPicture [7401, _index2, _temp select 4];
call Z_>
  Error position: <[7401, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_removeItemFromList.sqf, line 11
Error in expression <select 9,_temp select 3]];
lbSetPicture [7422, _index2, _temp select 4];
call Z_>
  Error position: <[7422, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_toBuyingList.sqf, line 9
Error in expression <select 9,_temp select 3]];
lbSetPicture [7422, _index2, _temp select 4];
call Z_>
  Error position: <[7422, _index2, _temp select 4];
call Z_>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_toBuyingList.sqf, line 9
Error in expression <bAdd [7421,  _x select 3];
lbSetPicture [7421, _index, _x select 4 ];
}count Z_B>
  Error position: <[7421, _index, _x select 4 ];
}count Z_B>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillBuyableList.sqf, line 4
Error in expression <bAdd [7421,  _x select 3];
lbSetPicture [7421, _index, _x select 4 ];
}count Z_B>
  Error position: <[7421, _index, _x select 4 ];
}count Z_B>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillBuyableList.sqf, line 4
Error in expression <lbAdd [7422, _x select 3];
lbSetPicture [7422, _index,  _x select 4];
}count Z_B>
  Error position: <[7422, _index,  _x select 4];
}count Z_B>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillBuyingList.sqf, line 4
Error in expression <lbAdd [7422, _x select 3];
lbSetPicture [7422, _index,  _x select 4];
}count Z_B>
  Error position: <[7422, _index,  _x select 4];
}count Z_B>
  Error Missing ;
File mpmissions\__CUR_MP.Sauerland\scripts\advancedTrading\functions\z_at_fillBuyingList.sqf, line 4

 

Edited by Persei
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getting this error : 

 

File mpmissions\DayZ_Overpoch_1.Chernarus\zupa\advancedTrading\advancedTrading.hpp, line 0: .AT_Zupa_BlueButton: Undefined base class 'ZSC_RscButtonMenu'

 

added the ZSCDefines in the description.ext... anyone knows how to fix this?

go into advancedTrading.hpp and find the line that starts with ZSC_RscButtonMenu and delete it from the file.

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BUMP Anyone got any news on why the lists wont fill up I have checked the files and replaced the files with fresh ones from Zupas Github but still no luck what so ever. Its strange that with admin I can use it perfectly fine but without admin the list wont fill and seems to think there is an error. Cheers.

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Step 1: Go to said file (ZSCdefines.hpp)

Step 2: Search for line that says ZSC_RscScrollBar

Step 3: Select said line and what follows after it...

class ZSC_RscScrollBar
{
    color[] = {1,1,1,0.6};
    colorActive[] = {1,1,1,1};
    colorDisabled[] = {1,1,1,0.3};
    shadow = 0;
    scrollSpeed = 0.06;
    width = 0;
    height = 0;
    autoScrollEnabled = 0;
    autoScrollSpeed = -1;
    autoScrollDelay = 5;
    autoScrollRewind = 0;
};

Step 4: Delete those lines

Step 5: Save file

And.... Whallah!

Step 6: If needed... Repeat until all conflicting lines are gone.

Edited by Longshot03XX
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The problem with this has been mentioned in the previous pages. The player needs to remove items from toolbelt if full (2 items) if im not mistaken then they/you will be able to purchase items.

I would create a server message that states that so it would save you the trouble of having to explain it to your players constantly, because I don't think Zupa has a fix for this problem yet.

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2015-09-14_00001.jpg

 

http://i61.tinypic.com/2dgp7ki.jpg

http://i60.tinypic.com/2ymsggw.jpg

http://i60.tinypic.com/2ut4wib.jpg

http://i61.tinypic.com/2licw84.jpg

 

[spoiler] /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */

// Name of your currency
CurrencyName = "Coins"; 

// Objects that can hold money. Vehicles are added automaticly. Size of  money capacity is depended on ammount of magazines the object can hold.
ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"];

// Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash).
ZSC_MaxMoneyInStorageMultiplier = 100000;

// (True = No Animation / False = Animation)
InstantTrading = true; 

// If TRUE: overwrite yours player_switchmodel.sqf with mine. | IF False: Change content yourself @ step D
ZSC_Overwrite_SwitchModel = true; 

 // if TRUE: Overwrites yours fn_selfactions.sqf with default 1 + edits. | IF False: Change content yourself @ step D
ZSC_Overwrite_SelfActions = false;

 // if TRUE: Overwrites yours player_unlockVault.sqf with default 1 + edits. | IF False: Change content yourself @ step D
ZSC_Overwrite_UnLockVault = false;

 // if TRUE: Overwrites yours player_lockVault.sqf with default 1 + edits. | IF False: Change content yourself @ step D
ZSC_Overwrite_LockVault = false;

// if TRUE: Overwrites yours player_packVault.sqf with default 1 + edits. | IF False: Change content yourself @ step D
zsc_overwrite_packvault = false;

zsc_overwrite_packtent = false;


/* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ [/spoiler]

 

[spoiler] #include "ZSCconfig.sqf"

call compile preprocessFileLineNumbers "ZSC\gold\player_traderMenu.sqf";

BIS_fnc_numberDigits = compile preprocessFileLineNumbers "ZSC\compiles\numberDigits.sqf";
BIS_fnc_numberText = compile preprocessFileLineNumbers "ZSC\compiles\numberText.sqf"; 
SC_fnc_removeCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_removeCoins.sqf";
SC_fnc_addCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_addCoins.sqf";

/*overwrites*/
if( isNil "ZSC_Overwrite_SelfActions" || ZSC_Overwrite_SelfActions)then{
fnc_usec_selfActions = compile preprocessFileLineNumbers "ZSC\compiles\fn_selfActions.sqf";
};
if( isNil "ZSC_Overwrite_SwitchModel" || ZSC_Overwrite_SwitchModel)then{
player_switchModel = compile preprocessFileLineNumbers "ZSC\compiles\player_switchModel.sqf";
};
if( isNil "ZSC_Overwrite_LockVault" || ZSC_Overwrite_LockVault)then{
player_lockVault =			compile preprocessFileLineNumbers "ZSC\compiles\player_lockVault.sqf";
};
if( isNil "ZSC_Overwrite_UnLockVault" || ZSC_Overwrite_UnLockVault)then{
player_unlockVault =			compile preprocessFileLineNumbers "ZSC\compiles\player_unlockVault.sqf";
};
if( isNil "ZSC_Overwrite_PackVault" || ZSC_Overwrite_PackVault)then{
player_packVault =			compile preprocessFileLineNumbers "ZSC\compiles\player_packVault.sqf";
};
if( isNil "ZSC_Overwrite_PackTent" || ZSC_Overwrite_PackTent)then{
player_packTent =			compile preprocessFileLineNumbers "ZSC\compiles\player_packTent.sqf";
};

player_gearSet	=	compile preprocessFileLineNumbers "ZSC\compiles\player_gearSet.sqf";
//This overwrite must happen, or change the files in your version of it. I Don't know any mod that changes this file tbh.


/*end overwrites*/

BankDialogTransferAmount = 13000;
BankDialogPlayerBalance = 13001;
BankDialogBankBalance = 13002;
SCTraderDialogCatList = 32000;
SCTraderDialogItemList = 32001;
SCTraderDialogBuyPrice = 32002;
SCTraderDialogSellPrice = 32003;
GivePlayerDialogTransferAmount = 14000;
GivePlayerDialogPlayerBalance = 14001;

BankDialogUpdateAmounts = {
	_vehicleType = typeOf ZSC_CurrentStorage; 
	if(isClass(configFile >> "CfgVehicles" >> _vehicleType ))then{									
		_vehicleMagazines = getNumber (configFile >> "CfgVehicles" >> _vehicleType >> "transportMaxMagazines");
		_displayName = getText  (configFile >> "CfgVehicles" >> _vehicleType >> "displayName");		
		_sizeOfMoney = _vehicleMagazines * ZSC_MaxMoneyInStorageMultiplier;		
		ctrlSetText [2701, format["%1", _displayName]];
		ctrlSetText [BankDialogPlayerBalance, format["%1 %2", [player getVariable ['cashMoney', 0]] call BIS_fnc_numberText, CurrencyName]];
		ctrlSetText [BankDialogBankBalance, format["%1 / %3 %2", [ZSC_CurrentStorage getVariable ['bankMoney', 0]] call BIS_fnc_numberText, CurrencyName, [_sizeOfMoney] call BIS_fnc_numberText]];
	}else{
		ctrlSetText [BankDialogPlayerBalance, format["Can not get vehicle capacity!","test"]];
		ctrlSetText [BankDialogBankBalance, format["Can not get vehicle capacity!","test"]];
	};
	
};

GivePlayerDialogAmounts = {
	ctrlSetText [GivePlayerDialogPlayerBalance, format["%1 %2", [player getVariable ['cashMoney', 0]] call BIS_fnc_numberText, CurrencyName]];
	ctrlSetText [14003, format["%1", (name ZSC_GiveMoneyTarget)]];
};

BankDialogWithdrawAmount = {
	private ["_amount","_bank","_wealth"];
	
	_amount = parseNumber (_this select 0);	
	_bank = ZSC_CurrentStorage getVariable ["bankMoney", 0];
	_wealth = player getVariable["cashMoney",0];
	_vehicleType = typeOf ZSC_CurrentStorage; 
	_displayName = getText  (configFile >> "CfgVehicles" >> _vehicleType >> "displayName");		

	if (_amount < 1 or _amount > _bank) exitWith {
		cutText [format["You can not withdraw more than is in the %1.",_displayName], "PLAIN DOWN"];
	};

	player setVariable["cashMoney",(_wealth + _amount),true];
	ZSC_CurrentStorage setVariable["bankMoney",(_bank - _amount),true];

	PVDZE_plr_Save = [player,(magazines player),true,true] ;
	publicVariableServer "PVDZE_plr_Save";
	
	PVDZE_veh_Update = [ZSC_CurrentStorage,"gear"];
	publicVariableServer "PVDZE_veh_Update";

	cutText [format["You have withdrawn %1 %2 out of the %3", [_amount] call BIS_fnc_numberText, CurrencyName,_displayName], "PLAIN DOWN"];
};

BankDialogDepositAmount = {
	private ["_amount","_bank","_wealth"];	
	_vehicleType = typeOf ZSC_CurrentStorage; 	
	_maxCap = 0;	
	_displayName = "Storage";
	if(isClass(configFile >> "CfgVehicles" >> _vehicleType ))then{	
		_displayName = getText  (configFile >> "CfgVehicles" >> _vehicleType >> "displayName");		
		_vehicleMagazines = getNumber (configFile >> "CfgVehicles" >> _vehicleType >> "transportMaxMagazines");		
		_maxCap = _vehicleMagazines * ZSC_MaxMoneyInStorageMultiplier;	
	}else{		
		_displayName = "Unknown";
	};

	_amount = parseNumber (_this select 0);
	_bank = ZSC_CurrentStorage getVariable ["bankMoney", 0];
	_wealth = player getVariable["cashMoney",0];
	
	if (_amount < 1 or _amount > _wealth) exitWith {
		cutText ["You can not deposit more than you have.", "PLAIN DOWN"];
	};

	if( ((_bank + _amount ) >  _maxCap)) then{		
			cutText [format["You can only store a max of %1 %2 in this %3.", [_maxCap] call BIS_fnc_numberText,CurrencyName,_displayName], "PLAIN DOWN"];
	}else{	
		player setVariable["cashMoney",(_wealth - _amount),true];
		ZSC_CurrentStorage setVariable["bankMoney",(_bank + _amount),true];
		cutText [format["You have deposited %1 %2 in the %3.", [_amount] call BIS_fnc_numberText, CurrencyName,_displayName], "PLAIN DOWN"];
	};
	PVDZE_plr_Save = [player,(magazines player),true,true] ;
	publicVariableServer "PVDZE_plr_Save";
	
	PVDZE_veh_Update = [ZSC_CurrentStorage,"gear"];
	publicVariableServer "PVDZE_veh_Update";
};

GivePlayerAmount = {
	private ["_amount","_target","_wealth"];
	
	_amount = parseNumber (_this select 0);
	_target = ZSC_GiveMoneyTarget;
	_wealth = player getVariable["cashMoney",0];
	_twealth = _target getVariable["cashMoney",0];

	if (_amount < 1 or _amount > _wealth) exitWith {
		cutText ["You can not give more than you currently have.", "PLAIN DOWN"];
    };

	if (!(isPlayer ZSC_GiveMoneyTarget)) exitWith {
		cutText ["You can only give money to a player", "PLAIN DOWN"];
	};

	player setVariable["cashMoney",_wealth - _amount, true];

	_target setVariable["cashMoney",_twealth + _amount, true];

	PVDZE_plr_Save = [player,(magazines player),true,true] ;
	publicVariableServer "PVDZE_plr_Save";
	PVDZE_plr_Save = [_target,(magazines _target),true,true] ;
	publicVariableServer "PVDZE_plr_Save";

	cutText [format["You gave %1 %2.", _amount, CurrencyName], "PLAIN DOWN"];
}; [/spoiler]

 

 

[spoiler] criptName "Functions\misc\fn_selfActions.sqf";
/**********************************************************
	ADD ACTIONS FOR SELF
	- Function
	- [] call fnc_usec_selfActions;
************************************************************/
private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached","_hasNOSinstalled","_isaCar","_isNOSinstalled","_hasNOSitems","_playerUID","_characterID"];
if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
_vehicle = vehicle player;
_isPZombie = player isKindOf "PZombie_VB";
_inVehicle = (_vehicle != player);
_onLadder =		(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
/////////////////////////////////////////////////////////////////////////////////////////////////NITRO START////////////////////////////////////////////////////////////////////////////////////////////////////
if(NOSScript)then{
 	//Nitro action
	_hasNOSinstalled = _vehicle getVariable["nitroinstalled",0];
	if (_inVehicle && _vehicle isKindOf "Car" && speed _vehicle >= 1) then {
		if (_inVehicle && _hasNOSinstalled == 1) then {
			if (isnil("NITRO_Cond")) then {NITRO_Cond = false;};
			if (s_player_nitrobooston <0) then {	
				if (NITRO_Cond) then {
					s_player_nitrobooston = _vehicle addAction [("<t color=""#39C1F3"">" + ("Nitro Off") + "</t>"),"scripts\NOS\nitro.sqf", [_vehicle], 999, false,true,"","driver _target == _this"]; 
				} else {
					s_player_nitrobooston = _vehicle addAction [("<t color=""#39C1F3"">" + ("Nitro On") + "</t>"),"scripts\NOS\nitro.sqf", [_vehicle], 999, false,true,"","driver _target == _this"]; 
				};	
			};
		} else {
					
			 _vehicle removeAction s_player_nitrobooston;
			 s_player_nitrobooston = -1;
		};
  } else {
  		
		 _vehicle removeAction s_player_nitrobooston;
		 s_player_nitrobooston = -1;
		if (_hasNOSinstalled == 1) then {
			 _vehicle setVariable ["nitroinstalled", 1, true];
		};
	}; 
};
/////////////////////////////////////////////////////////////////////////////////////////////////NITRO END////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////SIRENS START////////////////////////////////////////////////////////////////////////////////////////////////////
if(SirenScript)then{
//Sirens
_isCopcar = typeOf _vehicle in ["LadaLM","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","S1203_ambulance_EP1","GAZ_Vodnik_MedEvac","policecar","Copcarswat","Copcar","Copcarhw"];
if (_inVehicle && _isCopcar && (driver _vehicle == player)) then {
        dayz_addsirens = _vehicle;
    if (s_player_sirens_on < 0) then {
        s_player_sirens_on = dayz_addsirens addAction ["Sirens on","scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""];
        s_player_sirens_off = dayz_addsirens addAction ["Sirens off","scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""];
        };
    } else {
		if (!isNil "dayz_addsirens") then {
		
        dayz_addsirens removeAction s_player_sirens_on;
        dayz_addsirens removeAction s_player_sirens_off;
		s_player_sirens_on = -1;
        s_player_sirens_off = -1;
		};
    };
};
/////////////////////////////////////////////////////////////////////////////////////////////////SIRENS END////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////DEPLOY BIKE START////////////////////////////////////////////////////////////////////////////////////////////////////
if(DeployBikeScript)then{
	//Deploy Bike
	if((speed player <= 1) && cursorTarget isKindOf "CSJ_GyroC" && _canDo) then {
	if (s_player_deploybike6 < 0) then {
			s_player_deploybike6 = player addaction[("<t color=""#007ab7"">" + ("Re-Pack GyroCopter") +"</t>"),"scripts\spawnbike\bike6.sqf","",5,false,true,"", ""];
		};
	} else {
		
		player removeAction s_player_deploybike6;
		s_player_deploybike6 = -1;
	};
	if((speed player <= 1) && cursorTarget isKindOf "TT650_Civ" && _canDo) then {
	if (s_player_deploybike5 < 0) then {
			s_player_deploybike5 = player addaction[("<t color=""#007ab7"">" + ("Upgrade to GyroCopter") +"</t>"),"scripts\spawnbike\bike5.sqf","",5,false,true,"", ""];
		};
	} else {
		
		player removeAction s_player_deploybike5;
		s_player_deploybike5 = -1;
	};
	if((speed player <= 1) && cursorTarget isKindOf "TT650_Civ" && _canDo) then {
	if (s_player_deploybike4 < 0) then {
			s_player_deploybike4 = player addaction[("<t color=""#007ab7"">" + ("Re-Pack Motorcycle") +"</t>"),"scripts\spawnbike\bike4.sqf","",5,false,true,"", ""];
		};
	} else {
		
		player removeAction s_player_deploybike4;
		s_player_deploybike4 = -1;
	};
	if((speed player <= 1) && cursorTarget isKindOf "Old_bike_TK_CIV_EP1" && _canDo) then {
	if (s_player_deploybike3 < 0) then {
			s_player_deploybike3 = player addaction[("<t color=""#007ab7"">" + ("Upgrade to Motorcycle") +"</t>"),"scripts\spawnbike\bike3.sqf","",5,false,true,"", ""];
		};
	} else {
		player removeAction s_player_deploybike3;
		s_player_deploybike3 = -1;
	};
	if((speed player <= 1) && cursorTarget isKindOf "Old_bike_TK_CIV_EP1" && _canDo) then {
	if (s_player_deploybike2 < 0) then {
			s_player_deploybike2 = player addaction[("<t color=""#007ab7"">" + ("Re-Pack Bike") +"</t>"),"scripts\spawnbike\bike2.sqf","",5,false,true,"", ""];
		};
	} else {
			
		player removeAction s_player_deploybike2;
		s_player_deploybike2 = -1;
	};
};
/////////////////////////////////////////////////////////////////////////////////////////////////DEPLOY BIKE END////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////ANIMATED MV22 & SUV HATCH  START////////////////////////////////////////////////////////////////////////////////////////////////////
if(AnimateMV22script)then{
	//animated mv22/suv hatch
	if (_inVehicle && (_vehicle isKindOf "MV22")) then {
	   if (isEngineOn _vehicle) then {[_vehicle,0] call mv22_pack;};
	   if (mv22_fold < 0) then {
		 themv22 = _vehicle;
		 if !(isEngineOn themv22) then {
		   mv22_fold = themv22 addAction ["Fold","scripts\animate\mv22_fold.sqf","",5,false,true,"",""];
		   mv22_unfold = themv22 addAction ["UnFold","scripts\animate\mv22_unfold.sqf","",5,false,true,"",""];
		   mv22_open = themv22 addAction ["Open Ramp","scripts\animate\mv22_open.sqf","",5,false,true,"",""];
		   mv22_close = themv22 addAction ["Close Ramp","scripts\animate\mv22_close.sqf","",5,false,true,"",""];
		 };
	   };
	   if (isEngineOn themv22) then {
		 themv22 removeAction mv22_fold;
		 mv22_fold = -1;
		 themv22 removeAction mv22_unfold;
		 mv22_unfold = -1;
		 themv22 removeAction mv22_open;
		 mv22_open = -1;
		 themv22 removeAction mv22_close;
		 mv22_close = -1;
	   };
	} else {
	if (!isNil "themv22") then {
		 themv22 removeAction mv22_fold;
		 mv22_fold = -1;
		 themv22 removeAction mv22_unfold;
		 mv22_unfold = -1;
		 themv22 removeAction mv22_open;
		 mv22_open = -1;
		 themv22 removeAction mv22_close;
		 mv22_close = -1;
		};
	};
};
if(AnimateSUVscript)then{
	if (_inVehicle && (_vehicle isKindOf "ArmoredSUV_Base_PMC")) then {
	   if ((_vehicle animationPhase "HideGun_01") == 1) then {
		 _unit = _vehicle turretUnit [0];
		 if (!(isNull _unit)) then {
		   _unit action ["moveToCargo",_vehicle,2];
		   titleText ["\n\nYou must open the hatch first.","PLAIN DOWN"];titleFadeOut 4;
		 };
	   };
	   if (suv_close < 0) then {
		 thesuv = _vehicle;
		 suv_close = thesuv addAction ["Close Hatch","scripts\animate\suv_close.sqf","",5,false,true,"",""];
		 suv_open = thesuv addAction ["Open Hatch","scripts\animate\suv_open.sqf","",5,false,true,"",""];
	   };
	} else {
	if (!isNil "thesuv") then {
		
		
		thesuv removeAction suv_close;
		suv_close = -1;
		thesuv removeAction suv_open;
		suv_open = -1;
		};
	};
};
/////////////////////////////////////////////////////////////////////////////////////////////////ANIMATED MV22 & SUV HATCH END////////////////////////////////////////////////////////////////////////////////////////////////////
_nearLight = 	nearestObject [player,"LitObject"];
_canPickLight = false;
if (!isNull _nearLight) then {
	if (_nearLight distance player < 4) then {
		_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
	};
};
//Grab Flare
if (_canPickLight && !dayz_hasLight && !_isPZombie) then {
	if (s_player_grabflare < 0) then {
		_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
		s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
		s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
	};
} else {
	
	
	player removeAction s_player_grabflare;
	s_player_grabflare = -1;
	player removeAction s_player_removeflare;
	s_player_removeflare = -1;
};
if (DZE_HeliLift) then {
	_hasAttached = _vehicle getVariable["hasAttached",false];
	if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) < 30) && (speed _vehicle < 5) && (typeName _hasAttached == "OBJECT")) then {
		if (s_player_heli_detach < 0) then {
			dayz_myLiftVehicle = _vehicle;
			s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""];
		};
	} else {
		
		dayz_myLiftVehicle removeAction s_player_heli_detach;
		s_player_heli_detach = -1;
	};
};
if(DZE_HaloJump) then {
	if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) > 400)) then {
		if (s_halo_action < 0) then {
			DZE_myHaloVehicle = _vehicle;
			s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""];
		};
	} else {
		
		DZE_myHaloVehicle removeAction s_halo_action;
		s_halo_action = -1;
	};
};
if (!DZE_ForceNameTagsOff) then {
	if (s_player_showname < 0 && !_isPZombie) then {
		if (DZE_ForceNameTags) then {
			
			player setVariable["DZE_display_name",true,true];
			s_player_showname = 1;
		} else {
			s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""];
			s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""];
		};
	};
};
if(_isPZombie) then {
	if (s_player_callzombies < 0) then {
		s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
	};
	if (DZE_PZATTACK) then {
		call pz_attack;
		DZE_PZATTACK = false;
	};
	if (s_player_pzombiesvision < 0) then {
		s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
	};
	if (!isNull cursorTarget && (player distance cursorTarget < 3)) then {	//Has some kind of target
		_isAnimal = cursorTarget isKindOf "Animal";
		_isZombie = cursorTarget isKindOf "zZombie_base";
		_isHarvested = cursorTarget getVariable["meatHarvested",false];
		_isMan = cursorTarget isKindOf "Man";
		// Pzombie Gut human corpse || animal
		if (!alive cursorTarget && (_isAnimal || _isMan) && !_isZombie && !_isHarvested) then {
			if (s_player_pzombiesfeed < 0) then {
				s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
			};
		} else {
			
			player removeAction s_player_pzombiesfeed;
			s_player_pzombiesfeed = -1;
		};
	} else {
		
		player removeAction s_player_pzombiesfeed;
		s_player_pzombiesfeed = -1;
	};
};
// Increase distance only if AIR || SHIP
_allowedDistance = 4;
_isAir = cursorTarget isKindOf "Air";
_isShip = cursorTarget isKindOf "Ship";
if(_isAir || _isShip) then {
	_allowedDistance = 8;
};
if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance cursorTarget < _allowedDistance) && _canDo) then {	//Has some kind of target
	// set cursortarget to variable
	_cursorTarget = cursorTarget;
	// get typeof cursortarget once
	_typeOfCursorTarget = typeOf _cursorTarget;
	// hintsilent _typeOfCursorTarget;
	_isVehicle = _cursorTarget isKindOf "AllVehicles";
	_isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
	_isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
	
	// get items && magazines only once
	_magazinesPlayer = magazines player;
	//boiled Water
	_hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
	_hastinitem = false;
	{
		if (_x in _magazinesPlayer) then {
			_hastinitem = true;
		};
	} count boil_tin_cans;
	_hasFuelE = 	"ItemJerrycanEmpty" in _magazinesPlayer;
	_hasFuelBarrelE = 	"ItemFuelBarrelEmpty" in _magazinesPlayer;
	_hasHotwireKit = 	"ItemHotwireKit" in _magazinesPlayer;
	_itemsPlayer = weapons player;
	
	_temp_keys = [];
	_temp_keys_names = [];
	// find available keys
	_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
	{
		if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
			_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
			_ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
			_temp_keys_names set [_ownerKeyId,_ownerKeyName];
			_temp_keys set [count _temp_keys,str(_ownerKeyId)];
		};
	} count _itemsPlayer;
	_hasKnife = 	"ItemKnife" in _itemsPlayer;
	_hasToolbox = 	"ItemToolbox" in _itemsPlayer;
	_hasMatches = 	"ItemMatchbox_DZE" in _itemsPlayer;
	_hasETool = "ItemEtool" in _itemsPlayer;
	_playerUID = getPlayerUID player;
	_isMan = _cursorTarget isKindOf "Man";
	_traderType = _typeOfCursorTarget;
	_ownerID = _cursorTarget getVariable ["ownerPUID","0"];
	_characterID = _cursorTarget getVariable ["CharacterID","0"];
	_isAnimal = _cursorTarget isKindOf "Animal";
	_isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
	_isZombie = _cursorTarget isKindOf "zZombie_base";
	_isDestructable = _cursorTarget isKindOf "BuiltItems";
	_isWreck = _typeOfCursorTarget in DZE_isWreck;
	_isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
	_isModular = (_cursorTarget isKindOf "ModularItems") || ((typeOf _cursorTarget) in Custom_Buildables);
	_isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"];
	_isRemovable = _typeOfCursorTarget in DZE_isRemovable;
	_isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];
	_isTent = _cursorTarget isKindOf "TentStorage";
	
	_isAlive = alive _cursorTarget;
	
	_text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
	
	_rawmeat = meatraw;
	_hasRawMeat = false;
	{
		if (_x in _magazinesPlayer) then {
			_hasRawMeat = true;
		};
	} count _rawmeat; 
	
	_isFuel = false;
	if (_hasFuelE || _hasFuelBarrelE) then {
		{
			if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
		} count dayz_fuelsources;
	};
	// diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
	
	// logic vars
	_player_flipveh = false;
	_player_deleteBuild = false;
	_player_lockUnlock_crtl = false;
	 if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
		 if (s_player_plotManagement < 0) then {
			_adminList = adminlist; // Add admins here if you admins to able to manage all plotpoles
			_owner = _cursorTarget getVariable ["ownerPUID","0"];
			_friends = _cursorTarget getVariable ["plotfriends", []];
			_fuid = [];
			{
			_friendUID = _x select 0;
			_fuid = _fuid + [_friendUID];
			} forEach _friends;
			_allowed = [_owner];    
			_allowed = [_owner] + _adminList + _fuid;
			if((getPlayerUID player) in _allowed)then{            
			s_player_plotManagement = player addAction ["<t color='#0059FF'>Manage Plot</t>", "scripts\plotManagement\initPlotManagement.sqf", [], 5, false];
			};
		};

		 if (s_player_maintain_area < 0) then {
		  	s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
		 	s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
		 };
	 } else {
			player removeAction s_player_plotManagement;
			s_player_plotManagement = -1;
    		player removeAction s_player_maintain_area;
			s_player_maintain_area = -1;
    		player removeAction s_player_maintain_area_preview;
			s_player_maintain_area_preview = -1;
	 };
	// CURSOR TARGET ALIVE
	if(_isAlive) then {
		
		//Allow player to delete objects
		if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then {
			if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
				_player_deleteBuild = true;
			};
		};
		///Allow owners to delete modulars
		if(_isModular) then {
				if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
					_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];
					_IsNearPlot = count (_findNearestPoles);
					_fuid  = [];
					_allowed = [];
					if(_IsNearPlot > 0)then{
						_thePlot = _findNearestPoles select 0;
						_owner =  _thePlot getVariable ["ownerPUID","010"];
						_friends = _thePlot getVariable ["plotfriends", []];
						{
						  _friendUID = _x select 0;
						  _fuid  =  _fuid  + [_friendUID];
						} forEach _friends;
						_allowed = [_owner];    
						_allowed = [_owner] +  _fuid;   
						if ( _playerUID in _allowed && _ownerID in _allowed ) then {  
							_player_deleteBuild = true;
						};                  
					}else{
						if(_ownerID == _playerUID)then{
							_player_deleteBuild = true;
						};
					};                                        
				};
		};
		//Allow owners to delete modular doors without locks
		if(_isModularDoor) then {
				if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {         
					_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];
					_IsNearPlot = count (_findNearestPoles);
					_fuid  = [];
					_allowed = [];
					if(_IsNearPlot > 0)then{
						_thePlot = _findNearestPoles select 0;
						_owner =  _thePlot getVariable ["ownerPUID","010"];
						_friends = _thePlot getVariable ["plotfriends", []];
						{
						  _friendUID = _x select 0;
						  _fuid  =  _fuid  + [_friendUID];
						} forEach _friends;
						_allowed = [_owner];    
						_allowed = [_owner] +  _fuid;   
						if ( _playerUID in _allowed && _ownerID in _allowed) then {
							_player_deleteBuild = true;
						};                  
					}else{
						if(_ownerID == _playerUID)then{
							_player_deleteBuild = true;
						};
					};                              
				};      
		};	
		// CURSOR TARGET VEHICLE
		if(_isVehicle) then {
			
			//flip vehicle small vehicles by your self && all other vehicles with help nearby
			if (!(canmove _cursorTarget) && (player distance _cursorTarget >= 2) && (count (crew _cursorTarget))== 0 && ((vectorUp _cursorTarget) select 2) < 0.5) then {
				_playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
				if(_isVehicletype || (_playersNear >= 2)) then {
					_player_flipveh = true;	
				};
			};
			if(!_isMan && _characterID != "0" && !(_cursorTarget isKindOf "Bicycle")) then {
				_player_lockUnlock_crtl = true;
			};
		};
	
	};
	if(_player_deleteBuild) then {
		if (s_player_deleteBuild < 0) then {
			s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "scripts\PlotForLifev2\remove.sqf",_cursorTarget, 1, true, true, "", ""];
		};
	} else {
		
		player removeAction s_player_deleteBuild;
		s_player_deleteBuild = -1;
	};
	
	if (DZE_HeliLift) then {
		_liftHeli = objNull;
		_found = false;
	
		_allowTow = false;
		if ((count (crew _cursorTarget)) == 0) then {
			{
				if(!_allowTow) then {
					_allowTow = _cursorTarget isKindOf _x;
				};
			} count DZE_HeliAllowToTow;
		};
		//diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow];
		if (_allowTow) then {
			_liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15];
			{
				if(!_found) then {
					_posL = [_x] call FNC_getPos;
					_posC = [_cursorTarget] call FNC_getPos;
					_height = (_posL select 2) - (_posC select 2);
					_hasAttached = _x getVariable["hasAttached",false];
					if(_height < 15 && _height > 5 && (typeName _hasAttached != "OBJECT")) then {
						if(((abs((_posL select 0) - (_posC select 0))) < 10) && ((abs((_posL select 1) - (_posC select 1))) < 10)) then {
							_liftHeli = _x;
							_found = true;
						};
					};
				};
			} count _liftHelis;
		};
		//diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget];
		_attached = _cursorTarget getVariable["attached",false];
		if(_found && _allowTow && _canDo && !locked _cursorTarget && !_isPZombie && (typeName _attached != "OBJECT")) then {
			if (s_player_heli_lift < 0) then {
				s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""];
			};
		} else {
			
			player removeAction s_player_heli_lift;
			s_player_heli_lift = -1;
		};
	};
	
	// Allow Owner to lock && unlock vehicle  
	if(_player_lockUnlock_crtl) then {
		if (s_player_lockUnlock_crtl < 0) then {
			_hasKey = _characterID in _temp_keys;
			_oldOwner = (_characterID == dayz_playerUID);
			if(locked _cursorTarget) then {
				if(_hasKey || _oldOwner) then {
					_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _characterID))], 2, true, true, "", ""];
					
					s_player_lockunlock set [count s_player_lockunlock,_Unlock];
					s_player_lockUnlock_crtl = 1;
				} else {
					if(_hasHotwireKit) then {
						_Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""];
					} else {
						_Unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, true, true, "", ""];
					};
					
					s_player_lockunlock set [count s_player_lockunlock,_Unlock];
					s_player_lockUnlock_crtl = 1;
				};
			} else {
				if(_hasKey || _oldOwner) then {
					_lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
					s_player_lockUnlock_crtl = 1;
					s_player_lockunlock set [count s_player_lockunlock,_lock];
				};
			};
		};
		 
	} else {
		
		{player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
		s_player_lockUnlock_crtl = -1;
	};
if(ArrestScript)then{
_isTrader = _typeOfCursorTarget in ["Hooker1","Hooker2","Hooker3","Hooker4","RU_Functionary1","RU_Citizen3","Rocker4","Profiteer4","Rita_Ensler_EP1","CIV_EuroMan01_EP1","CIV_EuroMan02_EP1","TK_GUE_Soldier_5_EP1","GUE_Soldier_MG","Worker2","Worker3","Woodlander1","UN_CDF_Soldier_Pilot_EP1","RU_WorkWoman1","Dr_Annie_Baker_EP1","RU_Citizen4","RU_WorkWoman5","RU_Citizen1","RU_Villager3","TK_CIV_Takistani04_EP1","Pilot_EP1","RU_Profiteer4","Woodlander3","Dr_Hladik_EP1","Doctor","HouseWife1","GUE_Woodlander2"];

//--------------------------------------ARREST---------------------------------------------------------------- 
		   if ((player getVariable"humanity") >= 5000 || (player getVariable"humanity") <= -5000 || (getPlayerUID player) in AdminList ) then {
			if(_isMan && !_isZombie && _canDo && _isAlive && !_isTrader) then {
				if (s_player_arrest < 0) then {
					s_player_arrest = player addaction ['<t color="#0074E8">' + "Investigation Menu" + '</t>', "Scripts\Investigation\investigation.sqf","",100,false,true,"", ""];
					};
			} else {
				
				player removeAction s_player_arrest;
				s_player_arrest = -1;
				};
		};
//-------------------------------------------------------------------------------------------------------------
};  
	if(DZE_AllowForceSave) then {
		//Allow player to force save
		if((_isVehicle || _isTent) && !_isMan) then {
			if (s_player_forceSave < 0) then {
				s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
			};
		} else {
			
			player removeAction s_player_forceSave;
			s_player_forceSave = -1;
		};
	};
	
	
	If(DZE_AllowCargoCheck) then {
		if((_isVehicle || _isTent || _isnewstorage) && _isAlive && !_isMan && !locked _cursorTarget) then {
			if (s_player_checkGear < 0) then {
				s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
			};
		} else {
			
			player removeAction s_player_checkGear;
			s_player_checkGear = -1;
		};
	};
	
	
	//flip vehicle small vehicles by your self && all other vehicles with help nearby
	if(_player_flipveh) then {
		if (s_player_flipveh  < 0) then {
			s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];		
		};
	} else {
		
		player removeAction s_player_flipveh;
		s_player_flipveh = -1;
	}; 
	
	//Allow player to fill jerrycan
	if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then {
		if (s_player_fillfuel < 0) then {
			s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
		};
	} else {
		
		player removeAction s_player_fillfuel;
		s_player_fillfuel = -1;
	};
	
	// logic vars for addactions
	_player_butcher = false;
	_player_studybody = false;
	_player_SurrenderedGear = false;
	// CURSOR TARGET NOT ALIVE
	if (!_isAlive) then {
		// Gut animal/zed
		if((_isAnimal || _isZombie) && _hasKnife) then {
			_isHarvested = _cursorTarget getVariable["meatHarvested",false];
			if (!_isHarvested) then {
				_player_butcher = true;
			};
		};
		// Study body
		if (_isMan && !_isZombie && !_isAnimal) then {
			_player_studybody = true;
		};
	} else {
		// unit alive
		// gear access on surrendered player
		if(_isMan && !_isZombie && !_isAnimal) then {
			_isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false];
			if (_isSurrendered) then {
				_player_SurrenderedGear = true;
			};
		};
	};
	// Human Gut animal || zombie
	if (_player_butcher) then {
		if (s_player_butcher < 0) then {
			if(_isZombie) then {
				s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""];
			} else {
				s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
			};
		};
	} else {
	
	player removeAction s_player_butcher;
	s_player_butcher = -1;	
	};
	// Study Body
if (_player_studybody) then {
	if (s_player_studybody < 0) then {
		s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""];
	};
} else {
	player removeAction s_player_studybody;
	s_player_studybody = -1;
};
///////////////////////////////////////////////////BURY BODY START///////////////////////////////////////////////////////////
if(BuryHumanScript)then{
	if (!_isAlive && !_isZombie && !_isAnimal && _hasETool && _isMan && _canDo) then {
        if (s_player_bury_human < 0) then {
            s_player_bury_human = player addAction [format["Bury Body"], "scripts\BuryHuman\bury_human.sqf",cursorTarget, 3, true, true, "", ""];
        };
    } else {
	
        player removeAction s_player_bury_human;
		s_player_bury_human = -1;
    };
};
///////////////////////////////////////////////////BURY BODY END///////////////////////////////////////////////////////////
	// logic vars
	_player_cook = false;
	_player_boil = false;
	// CURSOR TARGET IS FIRE
	if (inflamed _cursorTarget) then {
		
		//Fireplace Actions check
		if (_hasRawMeat) then {
			_player_cook = true;	
		};
		
		// Boil water
		if (_hasbottleitem && _hastinitem) then {
			_player_boil = true;
		};
	};
	if (_player_SurrenderedGear) then {
		if (s_player_SurrenderedGear < 0) then {
			s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTIONS_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""];
		};
	} else {
		
		player removeAction s_player_SurrenderedGear;
		s_player_SurrenderedGear = -1;		
	};
	//Fireplace Actions check
	if (_player_cook) then {
		if (s_player_cook < 0) then {
			s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
		};
	} else {
		
		player removeAction s_player_cook;
		s_player_cook = -1;
	};
	
	// Boil water
	if (_player_boil) then {
		if (s_player_boil < 0) then {
			s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
		};
	} else {
	
		player removeAction s_player_boil;
		s_player_boil = -1;
	};
	
	if(_cursorTarget == dayz_hasFire) then {
		if ((s_player_fireout < 0) && !(inflamed _cursorTarget) && (player distance _cursorTarget < 3)) then {
			s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
		};
	} else {
	
		player removeAction s_player_fireout;
		s_player_fireout = -1;
	};
	
	//Packing my tent
	if(_isTent && (player distance _cursorTarget < 3)) then {
		if (_ownerID == _playerUID) then {
			if (s_player_packtent < 0) then {
				s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
			};
		} else {
////////////////////////////////////////////////////////////////////////////////////////BURN TENT START/////////////////////////////////////////////////////////////////////////////////////////////////
			if(BurnTentsScript)then{
				if(("ItemJerrycan" in _magazinesPlayer) && _hasMatches) then {
					if (s_player_packtent < 0) then {
						s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "scripts\BurnTents\burn_tent.sqf",_cursorTarget, 1, true, true, "", ""];
				};
			};
		};
/////////////////////////////////////////////////////////////////////////////////////////BURN TENT END////////////////////////////////////////////////////////////////////////////////////////////////
		};
	} else {
	
		player removeAction s_player_packtent;
		s_player_packtent = -1;
	};
/////////////////////////////////////////////////////////////////////////////////////////MANAGE DOOR START////////////////////////////////////////////////////////////////////////////////////////////////
if((_typeOfCursorTarget in DZE_DoorsLocked)) then {
	if (s_player_manageDoor < 0) then {		 
     s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "scripts\doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false];
	};
} else {
		
		player removeAction s_player_manageDoor;
		s_player_manageDoor = -1;
};
/////////////////////////////////////////////////////////////////////////////////////////MANAGE DOOR END////////////////////////////////////////////////////////////////////////////////////////////////
	
	//Allow owner to unlock vault
	if((_typeOfCursorTarget in DZE_LockableStorage) && _characterID != "0" && (player distance _cursorTarget < 3)) then {
		if (s_player_unlockvault < 0) then {
			if(_typeOfCursorTarget in DZE_LockedStorage) then {
				if(_characterID == dayz_combination || _ownerID == _playerUID) then {
					_combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""];
					s_player_combi set [count s_player_combi,_combi];
				} else {
					_combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
					s_player_combi set [count s_player_combi,_combi];
				};
				s_player_unlockvault = 1;
			} else {
				if(_characterID != dayz_combination && _ownerID != _playerUID) then {
					_combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
					s_player_combi set [count s_player_combi,_combi];
					s_player_unlockvault = 1;
				};
			};
		};
	} else {
		
		{player removeAction _x} count s_player_combi;s_player_combi = [];
		s_player_unlockvault = -1;
	};
	//Currency
		if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then {
		if (s_bank_dialog < 0) then {
				s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];	
		};
	} else {
     	player removeAction s_bank_dialog;
		s_bank_dialog = -1;
	};

	// cars 
	if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then {		
		if (s_bank_dialog2 < 0) then {
			s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
		};			
	} else {		
		player removeAction s_bank_dialog2;
		s_bank_dialog2 = -1;
	};
	//Allow owner to pack vault
	if(_typeOfCursorTarget in DZE_UnLockedStorage && _characterID != "0" && (player distance _cursorTarget < 3)) then {
		if (s_player_lockvault < 0) then {
			if(_characterID == dayz_combination || _ownerID == dayz_playerUID) then {
				s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""];
			};
		};
		if (s_player_packvault < 0 && (_characterID == dayz_combination || _ownerID == dayz_playerUID)) then {
			s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""];
		};
	} else {
		
		
		player removeAction s_player_packvault;
		s_player_packvault = -1;
		player removeAction s_player_lockvault;
		s_player_lockvault = -1;
	};
	
    //Player Deaths
	if(_typeOfCursorTarget == "Info_Board_EP1") then {
		if (s_player_information < 0) then {
			s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
		};
	} else {
		
		player removeAction s_player_information;
		s_player_information = -1;
	};
	//Currency
	if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then {
		if (s_givemoney_dialog < 0) then {
			s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""];
		};
	} else {
		player removeAction s_givemoney_dialog;
		s_givemoney_dialog = -1;
	};
	if (isNil "SmeltingInProgress") then {
		SmeltingInProgress = false;
	};

	_player_money = player getVariable["cashMoney",0];
	// Smelt gold coins
	if (inflamed _cursorTarget and (_player_money > SmeltingGoldBarsToCoinsRate) and !SmeltingInProgress) then {
		if (s_smelt_coins < 0) then {
			if (_player_money > 10000) then {
				s_smelt_coins = player addAction [format["Smelt %1 %2 into a 10oz Gold Bar", (SmeltingGoldBarsToCoinsRate * 10), CurrencyName], "scripts\Smelting\player_smeltcoins.sqf","ItemGoldBar10oz", 3, true, true, "", ""];
			} else {
				s_smelt_coins = player addAction [format["Smelt %1 %2 into a Gold Bar", SmeltingGoldBarsToCoinsRate, CurrencyName], "scripts\Smelting\player_smeltcoins.sqf","ItemGoldBar", 3, true, true, "", ""];
			};
		};
	} else {
		player removeAction s_smelt_coins;
		s_smelt_coins = -1;
	};

	_hasGoldBars = "ItemGoldBar" in _magazinesPlayer;
	// Smelt bars into coins
	if (inflamed _cursorTarget and (_hasGoldBars) and !SmeltingInProgress) then {
		if (s_smelt_bars < 0) then {
			s_smelt_bars = player addAction [format["Smelt a Gold Bar into %1 %2", SmeltingGoldBarsToCoinsRate, CurrencyName], "scripts\Smelting\player_smeltbars.sqf","ItemGoldBar", 3, true, true, "", ""];
		};
	} else {
		player removeAction s_smelt_bars;
		s_smelt_bars = -1;
	};
	
	_has10ozGoldBars = "ItemGoldBar10oz" in _magazinesPlayer;
	// Smelt bars into coins
	if (inflamed _cursorTarget and (_has10ozGoldBars) and !SmeltingInProgress) then {
		if (s_smelt_10bars < 0) then {
			s_smelt_10bars = player addAction [format["Smelt a 10oz Gold Bar into %1 %2", (SmeltingGoldBarsToCoinsRate * 10), CurrencyName], "gold\player_smeltbars.sqf","ItemGoldBar10oz", 3, true, true, "", ""];
		};
	} else {
		player removeAction s_smelt_10bars;
		s_smelt_10bars = -1;
	}; 
	//Fuel Pump
	if(_typeOfCursorTarget in dayz_fuelpumparray) then {	
		if (s_player_fuelauto < 0) then {
			
			// check if Generator_DZ is running within 30 meters
			_findNearestGens = nearestObjects [player, ["Generator_DZ"], 30];
			_findNearestGen = [];
			{
				if (alive _x && (_x getVariable ["GeneratorRunning", false])) then {
					_findNearestGen set [(count _findNearestGen),_x];
				};
			} count _findNearestGens;
			_IsNearRunningGen = count (_findNearestGen);
			
			// show that pump needs power if no generator nearby.
			if(_IsNearRunningGen > 0) then {
				s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
			} else {
				s_player_fuelauto = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""];
			};
		};
	} else {
		
		player removeAction s_player_fuelauto;
		s_player_fuelauto = -1;
	};
	//Fuel Pump on truck
	if(_typeOfCursorTarget in DZE_fueltruckarray && alive _cursorTarget) then {	
		if (s_player_fuelauto2 < 0) then {
			// show that fuel truck pump needs power.
			if(isEngineOn _cursorTarget) then {
				s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
			} else {
				s_player_fuelauto2 = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER"], "",[], 0, false, true, "",""];
			};
		};
	} else {
		
		player removeAction s_player_fuelauto2;
		s_player_fuelauto2 = -1;
	};
	// inplace upgrade tool
	if ((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then {
		if ((s_player_lastTarget select 0) != _cursorTarget) then {
			if (s_player_upgrade_build > 0) then {
			
				player removeAction s_player_upgrade_build;
				s_player_upgrade_build = -1;
			};
		};
		if (s_player_upgrade_build < 0) then {
			// s_player_lastTarget = _cursorTarget;
			s_player_lastTarget set [0,_cursorTarget];
			s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "scripts\PlotForLifev2\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
		};
	} else {
	
		player removeAction s_player_upgrade_build;
		s_player_upgrade_build = -1;
	};
	
	// downgrade system
	if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _characterID)) then {
		if ((s_player_lastTarget select 1) != _cursorTarget) then {
			if (s_player_downgrade_build > 0) then {
							
				player removeAction s_player_downgrade_build;
				s_player_downgrade_build = -1;
			};
		};
		if (s_player_downgrade_build < 0) then {
			s_player_lastTarget set [1,_cursorTarget];
			s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "scripts\PlotForLifev2\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""];
		};
	} else {
		
		player removeAction s_player_downgrade_build;
		s_player_downgrade_build = -1;
	};
	// inplace maintenance tool
	if((_cursorTarget isKindOf "ModularItems" || _cursorTarget isKindOf "DZE_Housebase" || _typeOfCursorTarget == "LightPole_DZ") && (damage _cursorTarget >= DZE_DamageBeforeMaint)) then {
		if ((s_player_lastTarget select 2) != _cursorTarget) then {
			if (s_player_maint_build > 0) then {
							
				player removeAction s_player_maint_build;
				s_player_maint_build = -1;
			};
		};
		if (s_player_maint_build < 0) then {
			s_player_lastTarget set [2,_cursorTarget];
			s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""];
		};
	} else {
		
		player removeAction s_player_maint_build;
		s_player_maint_build = -1;
	};
	//Start Generator
	if(_cursorTarget isKindOf "Generator_DZ") then {
		if (s_player_fillgen < 0) then {
			
			// check if not running 
			if((_cursorTarget getVariable ["GeneratorRunning", false])) then {
				s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""];				
			} else {
			// check if not filled && player has jerry.
				if((_cursorTarget getVariable ["GeneratorFilled", false])) then {
					s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
				} else {
					if("ItemJerrycan" in _magazinesPlayer) then {
						s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
					};
				};
			};
		};
	} else {
		
		player removeAction s_player_fillgen;
		s_player_fillgen = -1;
	};
	//Towing with tow truck
	/*
	if(_typeOfCursorTarget == "TOW_DZE") then {
		if (s_player_towing < 0) then {
			if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""];				
			} else {
				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""];				
			};
		};
	} else {
		player removeAction s_player_towing;
		s_player_towing = -1;
	};
	*/
if(TentHealScript)then{
    //Sleep
	if(_isTent && _ownerID == _playerUID) then {
		if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then {
			s_player_sleep = player addAction [localize "str_actions_self_sleep", "scripts\TentHealing\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
		};
	} else {
		
		player removeAction s_player_sleep;
		s_player_sleep = -1;
	};
} else {
    //Sleep
	if(_isTent && _ownerID == _playerUID) then {
		if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then {
			s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
		};
	} else {
		
		player removeAction s_player_sleep;
		s_player_sleep = -1;
	};	
};
//////////////////////////////////////////////////TAKE CLOTHES START/////////////////////////////////////
if (TakeClothesScript) then {
//Remove CLOTHES
	if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
		if (s_clothes < 0) then {
			s_clothes = player addAction [("" + ("Take Clothes") + ""), "scripts\zupa\skins\removeclothes.sqf",cursorTarget, 1, false, true, "",""];
		};
	} else {
		player removeAction s_clothes;
		s_clothes = -1;
	};
};
//////////////////////////////////////////////////TAKE CLOTHES END/////////////////////////////////////
	//Repairing Vehicles
	if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then {
		if(!locked _cursorTarget) then {
		if (s_player_repair_crtl < 0) then {
			dayz_myCursorTarget = _cursorTarget;
				_menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
				_menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "scripts\salvage\salvage.sqf",_cursorTarget, 0, true, false, "",""];
				
				s_player_repairActions set [count s_player_repairActions,_menu];
				s_player_repairActions set [count s_player_repairActions,_menu1];
				s_player_repair_crtl = 1;
			} else {
				
				{dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
				s_player_repair_crtl = -1;
			};
		};
	};
/////////////////////////////////////////CANNIBALISM START/////////////////////////////////////////
if (CannibalismScript) then {
	_isHarvested = _cursorTarget getVariable["meatHarvested",false];
	if (!_isAlive && !_isZombie && !_isAnimal && !_isHarvested && _isMan && _hasKnife && _canDo) then {
        if (s_player_butcher_human < 0) then {
            s_player_butcher_human = player addAction [format["Gut Human"], "scripts\cannibalism\gather_meat_human.sqf",cursorTarget, 0, false, true, "", ""];
        };
    } else {
		
        player removeAction s_player_butcher_human;
		s_player_butcher_human = -1;
    };
};
/////////////////////////////////////////CANNIBALISM END/////////////////////////////////////////
	 	// All Traders
	if (_isMan && !_isPZombie && _traderType in serverTraders) then {
		
		if (s_player_parts_crtl < 0) then {
			// get humanity
			_humanity = player getVariable ["humanity",0];
			_traderMenu = call compile format["menu_%1;",_traderType];
			// diag_log ("TRADER = " + str(_traderMenu));
			
			_low_high = "low";
			_humanity_logic = false;
			if((_traderMenu select 2) == "friendly") then {
				_humanity_logic = (_humanity < -5000);
			};
			if((_traderMenu select 2) == "hostile") then {
				_low_high = "high";
				_humanity_logic = (_humanity > -5000);
			};
			if((_traderMenu select 2) == "hero") then {
				_humanity_logic = (_humanity < 5000);
			};
			if(_humanity_logic) then {
				_cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""];
				s_player_parts set [count s_player_parts,_cancel];
			} else {
				
				// Static Menu
				{
					//diag_log format["DEBUG TRADER: %1", _x];
					_buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
					s_player_parts set [count s_player_parts,_buy];
				} count (_traderMenu select 1);
				_buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""];
                s_player_parts set [count s_player_parts,_buyV];
				// Database menu
				LastTraderMenu = (_traderMenu select 0);
				_buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""];
				s_player_parts set [count s_player_parts,_buy];
			};
			s_player_parts_crtl = 1;
			
		};
	} else {
		
		{player removeAction _x} count s_player_parts;s_player_parts = [];
		s_player_parts_crtl = -1;
	};
/////////////////////////////////////////NOS START/////////////////////////////////////////
if(NOSScript)then{
	_isaCar = _cursorTarget isKindOf "Car";
	if (("ItemJerrycan" in _magazinesPlayer) && ("ItemSodaRbull" in _magazinesPlayer)) then {
	    _hasNOSitems = true;
	} else {
	    _hasNOSitems = false;
	};
	_isNOSinstalled = _cursorTarget getVariable ["nitroinstalled", 0];
	//RPT client spam fix
	if (!isNil "_isNOSinstalled") then {
		if (_isaCar && !locked _cursorTarget && _hasNOSitems && _isNOSinstalled == 0) then {
			if (s_player_nitroInstall < 0) then {
				s_player_nitroInstall = player addAction [("<t color=""#39C1F3"">" + ("Install NOS boost") +"</t>"), "scripts\NOS\nitroinstall.sqf",_cursorTarget, 999, true, false, "",""];
			};
		} else {
				
			player removeAction s_player_nitroInstall;
			s_player_nitroInstall = -1;
		};
	};
};
/////////////////////////////////////////NOS END/////////////////////////////////////////
if(oilrigFillScript)then{
	if (cursorTarget isKindOf "MAP_Barels2") then {
		if (s_player_fillbarrel < 0) then {
            s_player_fillbarrel = player addAction [("<t color=""#39C1F3"">" + ("Fill Oil Barrel") +"</t>"),"scripts\oilrig\fillbarrel.sqf",cursorTarget,0,false,true,"", ""];
		};
    } else {
        player removeAction s_player_fillbarrel;
        s_player_fillbarrel = -1;
	};
};

	if(dayz_tameDogs) then {
		
		//Dog
		if (_isDog && _isAlive && (_hasRawMeat) && _characterID == "0" && player getVariable ["dogID", 0] == 0) then {
			if (s_player_tamedog < 0) then {
				s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
			};
		} else {
			player removeAction s_player_tamedog;
			s_player_tamedog = -1;
		};
		if (_isDog && _characterID == dayz_characterID && _isAlive) then {
			_dogHandle = player getVariable ["dogID", 0];
			if (s_player_feeddog < 0 && _hasRawMeat) then {
				s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];
			};
			if (s_player_waterdog < 0 && "ItemWaterbottle" in _magazinesPlayer) then {
				s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];
			};
			if (s_player_staydog < 0) then {
				_lieDown = _dogHandle getFSMVariable "_actionLieDown";
				if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };
				s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];
			};
			if (s_player_trackdog < 0) then {
				s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];
			};
			if (s_player_barkdog < 0) then {
				s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""];
			};
			if (s_player_warndog < 0) then {
				_warn = _dogHandle getFSMVariable "_watchDog";
				if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; };
				s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];		
			};
			if (s_player_followdog < 0) then {
				s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];
			};
		} else {

			player removeAction s_player_feeddog;
			s_player_feeddog = -1;
			player removeAction s_player_waterdog;
			s_player_waterdog = -1;
			player removeAction s_player_staydog;
			s_player_staydog = -1;
			player removeAction s_player_trackdog;
			s_player_trackdog = -1;
			player removeAction s_player_barkdog;
			s_player_barkdog = -1;
			player removeAction s_player_warndog;
			s_player_warndog = -1;
			player removeAction s_player_followdog;
			s_player_followdog = -1;
		};
	};
////////////////////////////////////////////////////////Bank Robbery START/////////////////////////////////////////
if (RobBankScript) then{
_bankrobbery = cursorTarget isKindOf "Notebook";
    if ((speed player <= 1) && _bankrobbery && (player distance cursorTarget < 5)) then {
        if (s_player_bankrob < 0) then {
            s_player_bankrob = player addAction ["Rob the bank","scripts\rob\robbank.sqf",cursorTarget, 0, false, true, "",""];
        };
    } else {
       
        player removeAction s_player_bankrob;
		s_player_bankrob = -1;
    };
};
//////////////////////////////////////////////////////Bank Robbery END//////////////////////////////////////////////
} else {
	//Engineering
	{dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
	s_player_repair_crtl = -1;
	{player removeAction _x} count s_player_combi;s_player_combi = [];
		
	dayz_myCursorTarget = objNull;
	s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];
	{player removeAction _x} count s_player_parts;s_player_parts = [];
	s_player_parts_crtl = -1;
	{player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
	s_player_lockUnlock_crtl = -1;
	player removeAction s_player_checkGear;
	s_player_checkGear = -1;
	player removeAction s_player_SurrenderedGear;
	s_player_SurrenderedGear = -1;
	//Others
	player removeAction s_player_forceSave;
	s_player_forceSave = -1;
	player removeAction s_player_flipveh;
	s_player_flipveh = -1;
	player removeAction s_player_sleep;
	s_player_sleep = -1;
	player removeAction s_player_deleteBuild;
	s_player_deleteBuild = -1;
	player removeAction s_player_butcher;
	s_player_butcher = -1;
	player removeAction s_player_cook;
	s_player_cook = -1;
	player removeAction s_player_boil;
	s_player_boil = -1;
	player removeAction s_player_fireout;
	s_player_fireout = -1;
	player removeAction s_player_packtent;
	s_player_packtent = -1;
	player removeAction s_player_fillfuel;
	s_player_fillfuel = -1;
	player removeAction s_player_studybody;
	s_player_studybody = -1;
	//Dog
	player removeAction s_player_tamedog;
	s_player_tamedog = -1;
	player removeAction s_player_feeddog;
	s_player_feeddog = -1;
	player removeAction s_player_waterdog;
	s_player_waterdog = -1;
	player removeAction s_player_staydog;
	s_player_staydog = -1;
	player removeAction s_player_trackdog;
	s_player_trackdog = -1;
	player removeAction s_player_barkdog;
	s_player_barkdog = -1;
	player removeAction s_player_warndog;
	s_player_warndog = -1;
	player removeAction s_player_followdog;
	s_player_followdog = -1;
    
    // vault
	player removeAction s_player_unlockvault;
	s_player_unlockvault = -1;
	player removeAction s_player_packvault;
	s_player_packvault = -1;
	player removeAction s_player_lockvault;
	s_player_lockvault = -1;
	player removeAction s_player_information;
	s_player_information = -1;
	player removeAction s_player_fillgen;
	s_player_fillgen = -1;
	player removeAction s_player_upgrade_build;
	s_player_upgrade_build = -1;
	player removeAction s_player_maint_build;
	s_player_maint_build = -1;
	player removeAction s_player_downgrade_build;
	s_player_downgrade_build = -1;
	player removeAction s_player_towing;
	s_player_towing = -1;
	player removeAction s_player_fuelauto;
	s_player_fuelauto = -1;
	player removeAction s_player_fuelauto2;
	s_player_fuelauto2 = -1;
	player removeAction s_player_bury_human;
    s_player_bury_human = -1;
	//arrest
	player removeAction s_player_arrest;
    s_player_arrest = -1;
    player removeAction s_player_release;
    s_player_release = -1;
    player removeAction s_player_escort;
    s_player_escort = -1;
    player removeAction s_player_search;
    s_player_search = -1;
	player removeAction s_player_butcherZ;
	s_player_butcherZ = -1;
	//remove clothes
	player removeAction s_clothes;
	s_clothes = -1;
	player removeAction s_player_plotManagement;
	s_player_plotManagement = -1;
	//Oil
	player removeAction s_player_fillbarrel;
    s_player_fillbarrel = -1;
	player removeAction s_player_clothesmenu;
	s_player_clothesmenu = -1;
	player removeAction s_player_clothesmenu2;
	s_player_clothesmenu2 = -1;
	//Currency
	player removeAction s_givemoney_dialog;
	s_givemoney_dialog = -1;
	player removeAction s_bank_dialog;
	s_bank_dialog = -1;
	player removeAction s_bank_dialog2;
	s_bank_dialog2 = -1;
	//Smelt bars + coins
	player removeAction s_smelt_coins;
	s_smelt_coins = -1;
	player removeAction s_smelt_bars;
	s_smelt_bars = -1;
	player removeAction s_smelt_10bars;
	s_smelt_10bars = -1;
};
//Dog actions on player self
_dogHandle = player getVariable ["dogID", 0];
if (_dogHandle > 0) then {
	_dog = _dogHandle getFSMVariable "_dog";
	_characterID = "0";
	if (!isNull cursorTarget) then { _characterID = cursorTarget getVariable ["CharacterID","0"]; };
	if (_canDo && !_inVehicle && alive _dog && _characterID != dayz_characterID) then {
		if (s_player_movedog < 0) then {
			s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
		};
		if (s_player_speeddog < 0) then {
			_text = (localize "str_epoch_player_249");
			_speed = 0;
			if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); };
			s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
		};
		if (s_player_calldog < 0) then {
			s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
		};
	};
} else {
	player removeAction s_player_movedog;		
	s_player_movedog =		-1;
	player removeAction s_player_speeddog;
	s_player_speeddog =		-1;
	player removeAction s_player_calldog;
	s_player_calldog = 		-1;
};
/////////////////////////////////////////DRINK WATER START/////////////////////////////////////////
if(DrinkWaterScript)then{
	private["_playerPos","_canDrink","_isPond","_isWell","_pondPos","_objectsWell","_objectsPond","_display"];
	 
	_playerPos = getPosATL player;
	_canDrink = count nearestObjects [_playerPos, ["Land_pumpa","Land_water_tank"], 4] > 0;
	_isPond = false;
	_isWell = false;
	_pondPos = [];
	_objectsWell = [];
	 
	if (!_canDrink) then {
		_objectsWell = nearestObjects [_playerPos, [], 4];
		{
			//Check for Well
			_isWell = ["_well",str(_x),false] call fnc_inString;
			if (_isWell) then {_canDrink = true};
		} forEach _objectsWell;
	};
	 
	if (!_canDrink) then {
		_objectsPond = nearestObjects [_playerPos, [], 50];
		{
			//Check for pond
			_isPond = ["pond",str(_x),false] call fnc_inString;
			if (_isPond) then {
				_pondPos = (_x worldToModel _playerPos) select 2;
				if (_pondPos < 0) then {
					_canDrink = true;
				};
			};
		} forEach _objectsPond;
	};
	 
	if (_canDrink) then {
			if (s_player_drinkWater < 0) then {
				s_player_drinkWater = player addaction[("<t color=""#0000c7"">" + (localize "STR_action_drink") +"</t>"),"scripts\DrinkWater\drink_water.sqf"];
			};
		} else {
			
			player removeAction s_player_drinkWater;
			s_player_drinkWater = -1;
		};
};
/////////////////////////////////////////DRINK WATER END/////////////////////////////////////////
if(AntiZombieEmitterScript)then{
	// ZOMBIE SHIELD START
	if (("TrashTinCan" in magazines player) && ("TrashJackDaniels" in magazines player) && ("PartEngine" in magazines player) && ("ItemJerrycan" in magazines player) && ("ItemToolbox" in weapons player)) then {
		hasShield = true;
	} else {
		hasShield = false;
	};
	if (hasShield) then {
		if (zombieShield < 0) then {
		zombieShield = player addAction [("<t color=""#00c362"">" + ("Anti-Zombie Emitter") +"</t>"),"scripts\ZombieBait_Bomb_Shield\zombieshield.sqf","",5,false,true,"",""];
		};
	} else {
		
		player removeAction zombieShield;
		zombieShield = -1;
	};
	// ZOMBIE SHIELD END
};
if(ZombieBaitScript)then{
	// Zombie Bait
	if (("ItemBloodbag" in magazines player) && ("FoodbeefRaw" in magazines player)) then {
		hasBait = true;
	} else {
		hasBait = false;
	};
	if (hasBait) then {
		if (zombieBait < 0) then {
	zombieBait = player addAction [("<t color=""#c30000"">" + ("Place Zombie Bait") +"</t>"),"scripts\ZombieBait_Bomb_Shield\zombiebait.sqf","",5,false,true,"",""];
		};
	} else {
		
		player removeAction zombieBait;
		zombieBait = -1;
	};
};
if(ZombieBombScript)then{
	// Exploding Zombie Bait
	if ((hasBait) && ("HandGrenade_West" in magazines player)) then {
		if (zombieBomb < 0) then {
		zombieBomb = player addAction [("<t color=""#c30000"">" + ("Place Exploding Bait") +"</t>"),"scripts\ZombieBait_Bomb_Shield\zombiebomb.sqf","",5,false,true,"",""];
		};
	} else {
		
		player removeAction zombieBomb;
		zombieBomb = -1;
	};
};
//Gambleing
if(GambleingScript) then {
//Random number game
	if (cursorTarget isKindOf "Hooker4") then {
		if (s_player_gamble < 0) then {
            s_player_gamble = player addAction [("<t color='#c30000'>")+("Slots")+("</t>"), "scripts\gambling\slotmachine\open_dialog.sqf","",5,false,true,"",""];
		};
		if (s_player_gamble2 < 0) then {
            s_player_gamble2 = player addAction [("<t color='#c30000'>")+("Guessing Game")+("</t>"), "scripts\gambling\guessinggame\open_dialog.sqf","",5,false,true,"",""];
		};
	}else {
	    player removeAction s_player_gamble;
		s_player_gamble = -1;
		player removeAction s_player_gamble2;
		s_player_gamble2 = -1;
	};
}; [/spoiler]

 

//Currency


#include "ZSC\config\cfgServerTrader.hpp"

//Journal
class RscIGUIShortcutButton;
#include "scripts\journal\CfgPlayerStats\defines.hpp"
#include "scripts\journal\CfgPlayerStats\p__cover.hpp"
#include "scripts\journal\CfgPlayerStats\p_journal_humanity.hpp"
#include "scripts\journal\CfgPlayerStats\p_humanity_art.hpp"
#include "scripts\journal\CfgPlayerStats\p_zombies_killed.hpp"
#include "scripts\journal\CfgPlayerStats\p_bandits_killed.hpp"
#include "scripts\journal\CfgPlayerStats\p_headshots.hpp"
#include "scripts\journal\CfgPlayerStats\p_murders.hpp"

//Custom Loot
#include "CustomLoot\CfgBuildingLoot.hpp"

respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch NAPF";
OnLoadIntro = "Welcome to DayZ Epoch NAPF";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "pictures\loadscreen.jpg";


class RscButton
{
    access = 0;
    type = 1;
    text = "";
    colorText[] = {1,1,1,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {0.45,0.45,0.45,1};
    colorBackgroundDisabled[] = {0,0,0,0.5};
    colorBackgroundActive[] = {0.75,0.75,0.75,1};
    colorFocused[] = {0.75,0.75,0.75,1};
    colorShadow[] = {0,0,0,0};
    colorBorder[] = {0,0,0,1};
    soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1};
    soundPush[] = {"\ca\ui\data\sound\new1",0,0};
    soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1};
    soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1};
    style = 2;
    x = 0;
    y = 0;
    w = 0.095589;
    h = 0.039216;
    shadow = 2;
    font = "Zeppelin32";
    sizeEx = 0.03921;
    offsetX = 0.003;
    offsetY = 0.003;
    offsetPressedX = 0.002;
    offsetPressedY = 0.002;
    borderSize = 0;
};

class RscProgressF
{
    type = 8;
    style = 0;
    colorFrame[] = {1,1,1,1};
    colorBar[] = {1,1,1,0.5};
    texture = "#(argb,8,8,3)color(1,1,1,1)";
    w = 1;
    h = 0.02;
};


/////////////
#define CT_SLIDER 3
#define SL_HORZ 0x400

class RscTextT
{
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.8784,0.8471,0.651,1};
    text = "";
    fixedWidth = 0;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0;
    shadow = 2;
    font = "Zeppelin32";
    SizeEx = 0.03921;
};
class RscEdit
{
    access = 0;
    type = 2;
    x = 0;
    y = 0;
    h = 0.04;
    w = 0.2;
    colorBackground[] = {0,0,0,1};
    colorText[] = {0.95,0.95,0.95,1};
    colorSelection[] = {0.8784,0.8471,0.651,1};
    autocomplete = "";
    text = "";
    size = 0.2;
    style = "0x00 + 0x40";
    font = "Zeppelin32";
    shadow = 2;
    sizeEx = 0.03921;
};
class RscListBox
{
    access = 0;
    type = 5;
    w = 0.4;
    h = 0.4;
    rowHeight = 0;
    colorText[] = {0.8784,0.8471,0.651,1};
    colorScrollbar[] = {0.95,0.95,0.95,1};
    colorSelect[] = {0.95,0.95,0.95,1};
    colorSelect2[] = {0.95,0.95,0.95,1};
    colorSelectBackground[] = {0,0,0,1};
    colorSelectBackground2[] = {0.8784,0.8471,0.651,1};
    colorBackground[] = {0,0,0,1};
    soundSelect[] = {"",0.1,1};
    soundExpand[] = {"",0.1,1};
    soundCollapse[] = {"",0.1,1};
    arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";
    arrowFull = "#(argb,8,8,3)color(1,1,1,1)";
    class ScrollBar
    {
        color[] = {1,1,1,0.6};
        colorActive[] = {1,1,1,1};
        colorDisabled[] = {1,1,1,0.3};
        shadow = 0;
        thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
        arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
        arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
        border = "\ca\ui\data\ui_border_scroll_ca.paa";
    };
    style = 16;
    font = "Zeppelin32";
    shadow = 2;
    sizeEx = 0.03921;
    color[] = {1,1,1,1};
    period = 1.2;
    maxHistoryDelay = 1;
    autoScrollSpeed = -1;
    autoScrollDelay = 5;
    autoScrollRewind = 0;
};
class RscShortcutButton
{
    type = 16;
    x = 0.1;
    y = 0.1;
    class HitZone
    {
        left = 0.004;
        top = 0.029;
        right = 0.004;
        bottom = 0.029;
    };
    class ShortcutPos
    {
        left = 0.0145;
        top = 0.026;
        w = 0.0392157;
        h = 0.0522876;
    };
    class TextPos
    {
        left = 0.05;
        top = 0.034;
        right = 0.005;
        bottom = 0.005;
    };
    shortcuts[] = {};
    textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
    color[] = {0.8784,0.8471,0.651,1};
    color2[] = {0.95,0.95,0.95,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {1,1,1,1};
    colorBackground2[] = {1,1,1,0.4};
    class Attributes
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
        shadow = "true";
    };
    idc = -1;
    style = 0;
    default = 0;
    shadow = 2;
    w = 0.183825;
    h = 0.104575;
    periodFocus = 1.2;
    periodOver = 0.8;
    animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
    animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
    animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
    animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
    animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
    animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
    period = 0.4;
    font = "Zeppelin32";
    size = 0.03921;
    sizeEx = 0.03921;
    text = "";
   soundPush[] = { "", 0, 1 };
    soundEnter[] =    { "", 0, 1 };
    soundClick[] ={ "", 0, 1 };
    soundEscape[] ={ "", 0, 1 };
    sound[] ={ "", 0, 1 };
    
    
    
    action = "";
    class AttributesImage
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
    };
};
class RscStructuredText
{
    access = 0;
    type = 13;
    idc = -1;
    style = 0;
    colorText[] = {0.8784,0.8471,0.651,1};
    class Attributes
    {
        font = "Zeppelin32";
        color = "#e0d8a6";
        align = "center";
        shadow = 1;
    };
    x = 0;
    y = 0;
    h = 0.035;
    w = 0.1;
    text = "";
    size = 0.03921;
    shadow = 2;
};

class RscCombo
{
    access = 0;
    type = 4;
    style = 0;
    colorSelect[] = {0,0,0,1};
    colorText[] = {1,1,1,1};
    colorBackground[] = {0,0,0,1};
    colorScrollbar[] = {1,0,0,1};
    soundSelect[] = {"",0.1,1};
    soundExpand[] = {"",0.1,1};
    soundCollapse[] = {"",0.1,1};
    maxHistoryDelay = 1;
    class ScrollBar
    {
        color[] = {1,1,1,1};
        colorActive[] = {0.8784,0.8471,0.651,1};
        colorDisabled[] = {0.8784,0.8471,0.651,1};
        shadow = 0;
        thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa";
        arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa";
        arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa";
        border = "\ca\ui\data\ui_border_scroll_ca.paa";
    };
    x = 0;
    y = 0;
    w = 0.12;
    h = 0.035;
    shadow = 0;
    colorSelectBackground[] = {1,1,1,0.7};
    arrowEmpty = "\ca\ui\data\ui_arrow_combo_ca.paa";
    arrowFull = "\ca\ui\data\ui_arrow_combo_active_ca.paa";
    wholeHeight = 0.45;
    color[] = {0,0,0,0.6};
    colorActive[] = {1,0,0,1};
    colorDisabled[] = {1,1,1,0.25};
    font = "Zeppelin32";
    sizeEx = 0.03921;
};

class Zupa_RscButton {
    idc = -1;
    style = 0;
    default = 0;
    shadow = 1;
    w = 0.183825;
    h = "((((safezoneW / safezoneH) min 1.2) / 1.2) / 20)";
    color[] = {1,1,1,1.0};
    colorFocused[] = {1,1,1,1.0};
    color2[] = {0.95,0.95,0.95,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1};
    colorBackgroundFocused[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.69])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.75])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.5])",1};
    colorBackground2[] = {1,1,1,1};
    periodFocus = 1.2;
    periodOver = 0.8;
    class HitZone
    {
        left = 0.0;
        top = 0.0;
        right = 0.0;
        bottom = 0.0;
    };
    class ShortcutPos
    {
        left = 0;
        top = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 20) -     (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
        w = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1) * (3/4)";
        h = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    };
    class TextPos
    {
        left = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1) * (3/4)";
        top = "(            (        (        ((safezoneW / safezoneH) min 1.2) / 1.2) / 20) -         (            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
        right = 0.005;
        bottom = 0.0;
    };
    period = 0.4;
    font = "Zeppelin32";
    size = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    sizeEx = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    text = "";
    action = "";
    class Attributes
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
        shadow = "true";
    };
    class AttributesImage
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
    };
    
    soundPush[] = { "", 0, 1 };
    soundEnter[] =    { "", 0, 1 };
    soundClick[] ={ "", 0, 1 };
    soundEscape[] ={ "", 0, 1 };
    sound[] ={ "", 0, 1 };
};

class Zupa_RscButtonMenu : Zupa_RscButton 
{
    idc = -1;
    type = 16;
    style = "0x02 + 0xC0";
    default = 0;
    shadow = 0;
    x = 0;
    y = 0;
    w = 0.095589;
    h = 0.039216;
    animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)";
    animTextureDisabled = "#(argb,8,8,3)color(1,1,1,1)";
    animTextureOver = "#(argb,8,8,3)color(1,1,1,1)";
    animTextureFocused = "#(argb,8,8,3)color(1,1,1,1)";
    animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";
    animTextureDefault = "#(argb,8,8,3)color(1,1,1,1)";
    colorBackgroundFocused[] = {1,1,1,1};
    colorBackground2[] = {0.75,0.75,0.75,1};
    color[] = {1,1,1,1};
    colorFocused[] = {0,0,0,1};
    color2[] = {0,0,0,1};
    colorText[] = {1,1,1,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 0.5};    
    period = 1.2;
    periodFocus = 1.2;
    periodOver = 1.2;
    size = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    sizeEx = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    tooltipColorText[] = {1,1,1,1};
    tooltipColorBox[] = {1,1,1,1};
    tooltipColorShade[] = {0,0,0,0.65};
    class TextPos
    {
        left = "0.25 *             (            ((safezoneW / safezoneH) min 1.2) / 40)";
        top = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) -         (            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
        right = 0.005;
        bottom = 0.0;
    };
    class Attributes
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "center";
        shadow = "false";
    };
    class ShortcutPos
    {
        left = "(6.25 *             (            ((safezoneW / safezoneH) min 1.2) / 40)) - 0.0225 - 0.005";
        top = 0.005;
        w = 0.0225;
        h = 0.03;
    };
    textureNoShortcut = "";
};

class Zupa_RscEdit {
    type = 2;
    style = 0x00 + 0x40;
    font = "Zeppelin32";
    shadow = 2;
    sizeEx = "(            (            (            ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
    colorBackground[] = {0, 0, 0, 1};
    colorText[] = {0.95, 0.95, 0.95, 1};
    colorDisabled[] = {1, 1, 1, 0.25};
    autocomplete = false;
    colorSelection[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.3843])", "(profilenamespace getvariable ['GUI_BCG_RGB_G',0.7019])", "(profilenamespace getvariable ['GUI_BCG_RGB_B',0.8862])", 1};
    canModify = 1;
    soundPush[] = { "", 0, 1 };
    soundEnter[] =    { "", 0, 1 };
    soundClick[] ={ "", 0, 1 };
    soundEscape[] ={ "", 0, 1 };
    sound[] ={ "", 0, 1 };
    
};

class RscBackground
{
    type = 0;
    style = ST_BACKGROUND;
    shadow = 2;
    colorBackground[] = {0,0,0,1};
    colorText[] = {1,1,1,1};
    font = "Zeppelin32";
    sizeEx = 0.02;
    text = "";
    
};

class RscFrame
{
    type = 0;
    idc = -1;
    style = 64;
    shadow = 2;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1,1,1,1};
    font = "Zeppelin32";
    sizeEx = 0.02;
    text = "";
};
class RscScButton
{
    type = 16;
    x = 0.1;
    y = 0.1;
    class HitZone
    {
        left = 0.004;
        top = 0.029;
        right = 0.004;
        bottom = 0.029;
    };
    class ShortcutPos
    {
        left = 0.0145;
        top = 0.026;
        w = 0.0392157;
        h = 0.0522876;
    };
    class TextPos
    {
        left = 0.05;
        top = 0.034;
        right = 0.005;
        bottom = 0.005;
    };
    shortcuts[] = {};
    textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
    color[] = {0.8784,0.8471,0.651,1};
    color2[] = {0.95,0.95,0.95,1};
    colorDisabled[] = {1,1,1,0.25};
    colorBackground[] = {1,1,1,1};
    colorBackground2[] = {1,1,1,0.4};
    class Attributes
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
        shadow = "true";
    };
    idc = -1;
    style = 0;
    default = 0;
    shadow = 2;
    w = 0.183825;
    h = 0.104575;
    periodFocus = 1.2;
    periodOver = 0.8;
    animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa";
    animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa";
    animTextureOver = "\ca\ui\data\ui_button_over_ca.paa";
    animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa";
    animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa";
    animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa";
    period = 0.4;
    font = "Zeppelin32";
    size = 0.03921;
    sizeEx = 0.03921;
    text = "";
    soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1};
    soundPush[] = {"\ca\ui\data\sound\new1",0,0};
    soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1};
    soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1};
    action = "";
    class AttributesImage
    {
        font = "Zeppelin32";
        color = "#E5E5E5";
        align = "left";
    };
};
class RscStrText
{
    access = 0;
    type = 13;
    idc = -1;
    style = 0;
    colorText[] = {0.8784,0.8471,0.651,1};
    class Attributes
    {
        font = "Zeppelin32";
        color = "#e0d8a6";
        align = "center";
        shadow = 1;
    };
    x = 0;
    y = 0;
    h = 0.035;
    w = 0.1;
    text = "";
    size = 0.03921;
    shadow = 2;
};

class RscText
{
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100; 
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
};
class RscPicture
{
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
};
class RscLoadingText : RscText
{
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};
class RscTextNS
{
    idc = -1;
    type = 0;
    style = 2;
    LineSpacing = 1.0;
    h = 0.04;
    ColorBackground[] = {1,1,1,0.2};
    ColorText[] = {0.1,0.1,0.1,1};
    font = "BitStream";
    SizeEx = 0.025;
};
class RscTxtT
{
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.8784,0.8471,0.651,1};
    text = "";
    fixedWidth = 0;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0;
    shadow = 2;
    font = "Zeppelin32";
    SizeEx = 0.03921;
};

//Custom Hud
class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
};
class AdminDialog
{
    idd = -1;
    movingenable = 0;

    class Controls {
        class RscText_1000: RscTextT
        {
            idc = 1000;
            x = 0.283646 * safezoneW + safezoneX;
            y = 0.22492 * safezoneH + safezoneY;
            w = 0.432709 * safezoneW;
            h = 0.55016 * safezoneH;
            colorBackground[] = {0,0,0,0.7};
        };
        class RscText_1001: RscTextT
        {
            idc = 1001;
            text = "Pick a vehicle or select a category";
            x = 0.295498 * safezoneW + safezoneX;
            y = 0.235917 * safezoneH + safezoneY;
            w = 0.170212 * safezoneW;
            h = 0.0166935 * safezoneH;
        };
        class RscListbox_1500: RscListbox
        {
            idc = 13000;
            x = 0.290407 * safezoneW + safezoneX;
            y = 0.268674 * safezoneH + safezoneY;
            w = 0.419186 * safezoneW;
            h = 0.447636 * safezoneH;
        };
        class RscShortcutButton_1700: RscShortcutButton
        {
            idc = -1;
            text = "Temp";
            x = 0.297168 * safezoneW + safezoneX;
            y = 0.720556 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick = "TempDialogSelected = (lbCurSel 13000); ((ctrlParent (_this select 0)) closeDisplay 9000);";
        };
        class RscShortcutButton_1701: RscShortcutButton
        {
            idc = -1;
            text = "Perm";
            x = 0.37154 * safezoneW + safezoneX;
            y = 0.720556 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick = "PermDialogSelected = (lbCurSel 13000); ((ctrlParent (_this select 0)) closeDisplay 9000);";
        };
        class RscShortcutButton_1702: RscShortcutButton
        {
            idc = 12004;
            text = "Air";
            x = 0.485168 * safezoneW + safezoneX;
            y = 0.218000 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick="[""Air""] call LoadSpecificList;";
        };
        class RscShortcutButton_1704: RscShortcutButton
        {
            idc = 12005;
            text = "Land";
            x = 0.55954 * safezoneW + safezoneX;
            y = 0.218000 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick="[""LandVehicle""] call LoadSpecificList;";
        };
        class RscShortcutButton_1705: RscShortcutButton
        {
            idc = 12006;
            text = "Sea";
            x = 0.633912 * safezoneW + safezoneX;
            y = 0.218000 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick="[""Ship""] call LoadSpecificList;";
        };
        class RscShortcutButton_1710: RscShortcutButton
        {
            idc = -1;
            text = "Close";
            x = 0.633912 * safezoneW + safezoneX;
            y = 0.720556 * safezoneH + safezoneY;
            w = 0.0651391 * safezoneW;
            h = 0.0590864 * safezoneH;
            onButtonClick = "((ctrlParent (_this select 0)) closeDisplay 9000);";
        };
    };
};
class RscPictureGUI
{
    access=0;
    type=0;
    idc=-1;
    colorBackground[]={0,0,0,0};
    colorText[]={0.38,0.63,0.25999999,0.75};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
    style="0x30 + 0x100";
    x=0;
    y=0;
    w=0.2;
    h=0.15000001;
};
//DZGM
#include "scripts\dzgm\defines.hpp"
class RscTitles
{
//Currency
#include "ZSC\config\ZSChud.hpp"
//DZGM
#include "scripts\dzgm\icons.hpp"
titles[] = {"DeathScr","wm_disp"};
    class DeathScr {
      idd = -1;
      movingEnable = 0;
      duration = 10;
      fadein = 2;
      fadeout = 2;
      name="DeathScr";
      controls[]={"Picture"};
        class Picture {
            x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH;
            text="pictures\DeathScr.paa";
            sizeEx = -1;
            type=0;
            idc=-1;
            style=48;
            colorBackground[]={0,0,0,0};
            colorText[]={1,1,1,1};
            font="Bitstream";
        };
    };
    class playerStatusGUI {
        idd = 6900;
        movingEnable = 0;
        duration = 100000;
        name = "statusBorder";
        onLoad = "uiNamespace setVariable ['DAYZ_GUI_display', _this select 0];";
        class ControlsBackground {
            //PLAYER NAME
            class RscStructuredText_1199 : RscStructuredText {
                idc = 1199;
                x = 0.250001;
                y = 0.350001;
                w = 0.5;
                h = 0.1;
            };
            //FOOD BACKGROUND
            class RscPicture_1901: RscPictureGUI
            {
                idc = 1901;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;//2
                w = 0.075;
                h = 0.10;
            };
            //FOOD BORDER
            class RscPicture_1201: RscPictureGUI
            {
                idc = 1201;
                text = "\z\addons\dayz_code\gui\status\status_food_border_ca.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;//2
                w = 0.075;
                h = 0.10;
            };
            //BLOOD BACKGROUND
            class RscPicture_1900: RscPictureGUI
            {
                idc = 1900;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
            //BLOOD BORDER
            class RscPicture_1200: RscPictureGUI
            {
                idc = 1200;
                text = "\z\addons\dayz_code\gui\status\status_blood_border_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93* safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
            //THIRST BACKGROUND
            class RscPicture_1902: RscPictureGUI
            {
                idc = 1902;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //1
                w = 0.075;
                h = 0.10;
            };
            //THIRST BORDER
            class RscPicture_1202: RscPictureGUI
            {
                idc = 1202;
                text = "\z\addons\dayz_code\gui\status\status_thirst_border_ca.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //1
                w = 0.075;
                h = 0.10;
            };
            //TEMP BACKGROUND
            class RscPicture_1908: RscPictureGUI
            {
                idc = 1908;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
            //TEMP BORDER
            class RscPicture_1208: RscPictureGUI
            {
                idc = 1208;
                text = "\z\addons\dayz_code\gui\status\status_temp_outside_ca.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY; //3
                w = 0.075;
                h = 0.10;
            };
            //BROKEN LEG
            class RscPicture_1203: RscPictureGUI
            {
                idc = 1203;
                text = "\z\addons\dayz_code\gui\status\status_effect_brokenleg.paa";
                x = 0.810 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
                colorText[] = {1,1,1,1};
            };
            //NOISE BACKGROUND
            class RscPicture_1205: RscPictureGUI
            {
                idc = 1205;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.825 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //VISIBLE BACKGROUND
            class RscPicture_1206: RscPictureGUI
            {
                idc = 1206;
                text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.875 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            /*--------------------------------------------*/
            //SURVIVOR ICON
            class RscPicture_1307: RscPictureGUI
            {
                idc = 1307;
                text = "gui\status\st_humanity_survivor.paa";
                x = 0.670 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {1,1,1,1};
            };
            //BANDIT ICON
            class RscPicture_1309: RscPictureGUI
            {
                idc = 1309;
                text = "gui\status\st_humanity_bandit.paa";
                x = 0.713 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {1,1,1,1};
            };
            //ZOMBIE ICON
            class RscPicture_1310: RscPictureGUI
            {
                idc = 1310;
                text = "gui\status\zombie.paa";
                x = 0.756 * safezoneW + safezoneX;
                y = 0.933 * safezoneH + safezoneY;
                w = 0.027 * safezoneW;
                h = 0.037 * safezoneH;
                colorText[] = {1,1,1,1};
            };
        };
        class Controls {
            //FOOD ICON
            class RscPicture_1301: RscPictureGUI
            {
                idc = 1301;
                //text = "\z\addons\dayz_code\gui\status\status_food_inside_ca.paa";
                x = 0.905 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //BLOOD ICON
            class RscPicture_1300: RscPictureGUI
            {
                idc = 1300;
                //text = "\z\addons\dayz_code\gui\status\status_blood_inside_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //THIRST ICON
            class RscPicture_1302: RscPictureGUI
            {
                idc = 1302;
                //text = "\z\addons\dayz_code\gui\status\status_thirst_inside_ca.paa";
                x = 0.935 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //TEMP ICON
            class RscPicture_1306: RscPictureGUI
            {
                idc = 1306;
                //text = "\z\addons\dayz_code\gui\status\status_temp_ca.paa";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //BLOOD ICON - BLEEDING
            class RscPicture_1303: RscPictureGUI
            {
                idc = 1303;
                text = "\z\addons\dayz_code\gui\status\status_bleeding_ca.paa";
                x = 0.875 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
                colorText[] = {1,1,1,0.5};
            };
            //NOISE ICON
            class RscPicture_1304: RscPictureGUI
            {
                idc = 1304;
                text = "\z\addons\dayz_code\gui\status\status_noise.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.825 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //VISIBLE ICON
            class RscPicture_1305: RscPictureGUI
            {
                idc = 1305;
                text = "\z\addons\dayz_code\gui\status\status_visible.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.875 * safezoneH + safezoneY;
                w = 0.075;
                h = 0.10;
            };
            //FPS
            class RscText_1321: RscTextGUIK
            {
                idc = 1321;
                text = "fps";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                size = 0.065;
                sizeEx = 0.065;
                colorText[] = {1,1,1,0.0};
            };
            //FPS BACKGROUND
            class RscText_1322: RscPictureGUI
            {
                idc = 1322;
                //text = "\z\addons\dayz_code\gui\status\status_bg.paa";
                x = 0.960 * safezoneW + safezoneX;
                y = 0.93 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,0.0};
            };
            /*-----------------------------------------------*/
            //SURVIVOR KILLS
            class RscText_1400: RscTextGUIK
            {
                idc = 1400;
                text = "1000";
                x = 0.683 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //BANDIT KILLS
            class RscText_1402: RscTextGUIK
            {
                idc = 1402;
                text = "1000";
                x = 0.726 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //ZOMBIE KILLS
            class RscText_1403: RscTextGUIK
            {
                idc = 1403;
                text = "1000";
                x = 0.769 * safezoneW + safezoneX;
                y = 0.931 * safezoneH + safezoneY;
                w = 0.037 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //BLOOD AMOUNT
            class RscText_1420: RscTextGUIK
            {
                idc = 1420;
                text = "1000";
                x = 0.915 * safezoneW + safezoneX;
                y = 0.842 * safezoneH + safezoneY;
                w = 0.040 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {0.8,0.07,0.06,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //HUMANITY AMOUNT
            class RscText_1421: RscTextGUIK
            {
                idc = 1421;
                text = "1000";
                x = 0.915 * safezoneW + safezoneX;
                y = 0.862 * safezoneH + safezoneY;
                w = 0.040 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //SERVER RESTART AMOUNT
            class RscText_1422: RscTextGUIK
            {
                idc = 1422;
                text = "1000";
                x = 0.915 * safezoneW + safezoneX;
                y = 0.882 * safezoneH + safezoneY;
                w = 0.040 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,0.8,0,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //BLOOD LABEL
            class RscText_1423: RscTextGUIK
            {
                idc = 1423;
                text = "Blood Left:";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.842 * safezoneH + safezoneY;
                w = 0.08 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //HUMANITY LABEL
            class RscText_1424: RscTextGUIK
            {
                idc = 1424;
                text = "Humanity:";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.862 * safezoneH + safezoneY;
                w = 0.08 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
            //RESTART LABEL
            class RscText_1425: RscTextGUIK
            {
                idc = 1425;
                text = "Restart in (min):";
                x = 0.845 * safezoneW + safezoneX;
                y = 0.882 * safezoneH + safezoneY;
                w = 0.08 * safezoneW;
                h = 0.047 * safezoneH;
                colorText[] = {1,1,1,1.0};
                size = 0.03;
                sizeEx = 0.03;
            };
        };
    };
    class wm_disp {
        idd = -1;
        onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
        fadein = 0;
        fadeout = 0;
        duration = 10e10;
        controlsBackground[] = {};
        objects[] = {};
        class controls {
            class wm_text2 {
                idc = 1;
                x = safeZoneX+0.027;//safeZoneW*0.01;
                y = safeZoneY+safeZoneH-0.16;
                w = 0.151*safeZoneH;
                h = 0.057*safeZoneH;
                shadow = 2;
                class Attributes
                {
                    font = "EtelkaNarrowMediumPro";
                    color = "#24FFFFFF";
                    align = "left"; // put "center" here if you want some background
                    valign = "middle";
                    shadow = 2;
                };
                colorBackground[] = { 1, 0.3, 0, 0 };  // uncomment and increase 4th number to have a background
                font = "EtelkaNarrowMediumPro";
                size = 0.06*safeZoneH;
                type = 13;
                style = 0;
                text="";
            };
        };
    };
    class zCamoStatusGUI {
    idd = -1;
    fadeout=0;
    fadein=0;
        onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]";
        duration = 10e10;
        name= "zCamoGui";
        controlsBackground[] = {};
        objects[] = {};
        class controls {
            class zCamoIcon:RscPictureGUI {
            idc = 1;
            text="scripts\walkamongstthedead\zombie.paa";
            x="0.958313 * safezoneW + safezoneX";
            y="0.43 * safezoneH + safezoneY";
            w=0.059999999;
            h=0.079999998;
            colorText[]={1,1,1,1};
            };
        };
    };
    //EVR
    class RscAPSI_h1
    {
        idd = -1;
        duration = 4;
        fadein = 0;
        movingEnable = 0;
        enableSimulation = 0;
        enableDisplay = 0;
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.5;
                h = 0.03;
                text = "APSI: Stronger activity of floax field has been detected..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {1.0,0.2,0.1,1};
            };
        };
    };
    class RscAPSI_h2: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "APSI: EVR sequence detected..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {1.0,0.0,0.2,1};
            };
        };
    };
    class RscAPSI_h3: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "APSI: EM and PSI protection enabled..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {0.0,1.0,0.2,1};
            };
        };
    };
    class RscAPSI_h4: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "APSI: Ready..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {0.0,1.0,0.2,1};
            };
        };
    };
    class RscAPSI_h5: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "APSI: EVR sequence start..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {1.0,0.0,0.2,1};
            };
        };
    };
    class RscAPSI_h6: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "APSI: End of EVR..";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {0.0,1.0,0.2,1};
            };
        };
    };
    class RscAPSI_ha: RscAPSI_h1
    {
        class controls
        {
            class APSILog: RscTextNS
            {
                x = 0.5;
                y = 0.99;
                w = 0.4;
                h = 0.03;
                text = "Blowout module, v1.0, by Sumrak.";
                colorBackground[] = {0.5,0.5,0.5,0.4};
                ColorText[] = {0.0,1.0,0.2,1};
            };
        };
    };
};

class Header
{
 gameType = COOP;            //DM, Team, Coop, ...
 minPlayers = 1;             //min # of players the mission supports
 maxPlayers = 100;            //Max # of players the mission supports
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;


//
// the loading screen itself
//
class DayZ_loadingScreen

    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
        class blackBG : RscText
        {
            x = safezoneX;
            y = safezoneY;
            w = safezoneW;
            h = safezoneH;
            text = "";
            colorText[] = {0,0,0,0};
            colorBackground[] = {0,0,0,1};
        };
        /*
        class nicePic : RscPicture
        {
            style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
            x = safezoneX + safezoneW/2 - 0.25;
            y = safezoneY + safezoneH/2 - 0.2;
            w = 0.5;
            h = 0.4;
            text = "img\nicePic.paa";
        };
        */
    };
    class controls
    {
        class Title1 : RscLoadingText
        {
            text = "$STR_LOADING"; // "Loading" text in the middle of the screen
        };
        class CA_Progress : RscProgress // progress bar, has to have idc 104
        {
            idc = 104;
            type = 8; // CT_PROGRESS
            style = 0; // ST_SINGLE
            texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
        };
        class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
        {
            idc = 103;
        };
        class Name2: RscText // the text on the top-left
        {
            idc = 101;
            x = 0.05;
            y = 0.029412;
            w = 0.9;
            h = 0.04902;
            text = "";
            sizeEx = 0.05;
            colorText[] = {0.543,0.5742,0.4102,1.0};
        };
    };
};
class CfgSounds
{    
    class Vas_yessir;    
    class horde_sound_turning_page: Vas_yessir
    {
        name = "horde_sound_turning_page";
        sound[] = {"sounds\page.ogg", 0.5, 1};
        titles[] = {};
    };
    class horde_sound_close_book: Vas_yessir
    {
        name = "horde_sound_close_book";
        sound[] = {"sounds\close.ogg", 1, 1};
        titles[] = {};
    };
    class bl_begin
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_begin.ogg",3.162278,1.0};
        titles[] = {};
    };
    class bl_hit1
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_hit_1.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_hit2
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_hit_2.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_hit3
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_hit_3.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_wave1
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_wave_1.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_wave2
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_wave_2.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_wave3
    {
        name = "NS blowout_begin";
        sound[] = {"sounds\blowout_wave_3.ogg",1.584893,1.0};
        titles[] = {};
    };
    class bl_psi
    {
        name = "NS blowout_psi";
        sound[] = {"sounds\blowout_psy_voices.ogg",1.778279,1.0};
        titles[] = {};
    };
    class bl_full
    {
        name = "NS blowout_full";
        sound[] = {"sounds\blowout_full_wave.ogg",1.778279,1.0};
        titles[] = {};
    };
    class bl_detect
    {
        name = "NS blowout_detect";
        sound[] = {"sounds\blowout_detect.ogg",1.778279,1.0};
        titles[] = {};
    };
    class apsi_on
    {
        name = "NS apsi_on";
        sound[] = {"sounds\apsi_start.ogg",1.778279,1.0};
        titles[] = {};
    };
    class apsi_off
    {
        name = "NS apsi_off";
        sound[] = {"sounds\apsi_off.ogg",1.778279,1.0};
        titles[] = {};
    };
    class ns_fx_misc4
    {
        name = "Misc strange wind";
        sound[] = {"sounds\fx_misc4.ogg",1.0,1.0};
        titles[] = {};
    };
    class ns_fx_drone1
    {
        name = "Drone 1";
        sound[] = {"sounds\fx_drone1.ogg",1.0,1.0};
        titles[] = {};
    };
    class ns_fx_drone2
    {
        name = "Drone 2";
        sound[] = {"sounds\fx_drone2.ogg",1.0,1.0};
        titles[] = {};
    };
    class z_wzombie1 {
        name = "";
        sound[] = {"sounds\femalezombie_attack_04.ogg",0.3,1,40};
        titles[] = {0, ""};
    };
    
    class z_wzombie2 : z_wzombie1 {
        sound[] = {"sounds\femalezombie_spotted_01.ogg",0.3,1,40};
    };
    class drink_water
    {
        name="drink_water";
        sound[]={sounds\drink_water.ogg,1,1};
        titles[] = {};
    };
    class nitro  {
         name="nitro";
         sound[]={sounds\nitro.ogg,0.9,1};
         titles[] = {};
    };
    class siren
    {
        name="siren";
        sound[]={sounds\siren.ogg,0.9,1};
        titles[] = {};
    };    
    class introSong
    {
        name="introSong";
        sound[]={sounds\introSong.ogg,0.9,1};
        titles[] = {};
    };
    
};

//Snap Pro
#include "scripts\snap_pro\snappoints.hpp"

//DZGM
#include "scripts\dzgm\groupManagement.hpp"


//Door Mangement
#include "scripts\doorManagement\doorUnlock.hpp"
#include "scripts\doorManagement\doorManagement.hpp"
#include "scripts\doorManagement\ComboLockUI.hpp"

//Advanced Alchemy
#include "scripts\Buildables\MT_Defines.hpp"
#include "scripts\Buildables\Crafting_Dialogs.hpp"

//plot management
#include "scripts\plotManagement\plotManagement.hpp"

//Skin Trader
#include "scripts\zupa\skins\SkinGui.hpp"

//Currency
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "zupa\advancedTrading\advancedTrading.hpp"

//ESS V2
#include "scripts\spawn\class.hpp"
#include "scripts\spawn\halo.hpp"
#include "scripts\spawn\spawn.hpp"

 

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whoa johnny... please use spoilers for each section of code... like this

[spoiler ]   SCRIPTS IN HERE  [/spoiler ] 

without the spaces after the word "spoiler" and the closing bracket "]" will give you something like bellow

 

  SCRIPTS IN HERE  

 

Edited by theduke
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=====================================================================
== D:\DayZOverpoch\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayzOverwatch;@DayZ_Epoch1051;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/09/02 08:34:51
Current time:  2015/09/13 21:34:12

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/
21:35:49 Warning Message: Cannot load mission
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:51 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:35:52 Server error: Player without identity Cocky Coxford (id 1092357037)
21:36:00 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:00 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
21:36:06 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
21:36:10 ca\misc\houpacka.p3d: house, config class missing
21:36:10 ca\misc\houpacka.p3d: house, config class missing
21:36:10 ca\misc\houpacka.p3d: house, config class missing
21:36:15 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
21:36:15 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
21:36:15 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
21:36:15 "DayZ Epoch: MPframework inited"
21:36:18 ca\misc\houpacka.p3d: house, config class missing
21:36:21 ca\misc\houpacka.p3d: house, config class missing
21:36:25 ca\misc\houpacka.p3d: house, config class missing
21:36:25 ca\misc\houpacka.p3d: house, config class missing
21:36:27 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
21:36:27 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
21:36:27 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
21:36:27 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
21:36:29 ca\misc3\wf\wf_depot.p3d: house, config class missing
21:36:29 ca\misc3\wf\wf_depot.p3d: house, config class missing
21:36:29 ca\misc3\wf\wf_depot.p3d: house, config class missing
21:36:33 ca\misc\houpacka.p3d: house, config class missing
21:36:33 ca\misc\houpacka.p3d: house, config class missing
21:36:35 ca\misc\houpacka.p3d: house, config class missing
21:36:35 ca\misc\houpacka.p3d: house, config class missing
21:36:36 ca\misc\houpacka.p3d: house, config class missing
21:36:36 ca\misc\houpacka.p3d: house, config class missing
21:36:39 ca\misc\houpacka.p3d: house, config class missing
21:36:41 ca\structures\house\housev\housev_2l_dam_ruins.p3d: house, config class missing
21:36:43 "Admin Tools: AdminList.sqf loaded"
21:36:43 "Res3tting B!S effects..."
21:36:43 WMOD v1.1.0: loading...
21:36:43 "REPACK VERSION: 0.16 Overpoch NAPF - build 30"
21:36:44 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
21:36:44 "[Random_Weed_Farm]: Function loaded ... Server Building 6 Weed Farm(s)"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (091191) [9108.12,1356.11] with 8 plants"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (015181) [1531.82,2344.29] with 6 plants"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (104181) [10498.9,2329.04] with 8 plants"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (117063) [11712.5,14152.5] with 7 plants"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (025080) [2500.03,12437.4] with 4 plants"
21:36:44 "[Random_Weed_Farm]: Found Location for a farm (037072) [3759.36,13223.4] with 6 plants"
21:36:44 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
21:36:44 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
21:36:48 "HIVE: Starting"
21:36:48 "HIVE: trying to get objects"
21:36:48 "HIVE: found 1 objects"
21:36:48 "HIVE: Commence Object Streaming..."
21:36:48 "HIVE: got 0 Epoch Objects and 1 Vehicles"
21:36:48 "HIVE: Vehicle Spawn limit reached!"
21:36:48 "HIVE: Spawning # of Debris: 0"
21:36:48 "HIVE: Spawning # of Ammo Boxes: 3"
21:36:48 "HIVE: Spawning # of Veins: 50"
21:36:48 "Total Number of spawn locations 11"
21:36:50 "CRASHSPAWNER: 100% chance to start a crashing C-130J with loot table 'MilitarySpecial'"
21:36:50 "CRASHSPAWNER: C-130J started flying from [12304,1175.07] to [14289.4,17305.4] NOW!(TIME:0||LT:MilitarySpecial)"
21:36:50 "CRASHSPAWNER: 100% chance to start a crashing AN2 Cargo Plane with loot table 'MilitarySpecial'"
21:36:50 "CRASHSPAWNER: AN2 Cargo Plane started flying from [16240,7500] to [17262.7,5009.79] NOW!(TIME:0||LT:MilitarySpecial)"
21:36:50 "PLANE: Starting spawn logic for animated AN2 Carepackage drops - written by Grafzahl, modded by fofinho [CD:1]"
21:36:50 "PLANE: 75% chance to start a AN2 Cargo Plane Carepackagedrop at 2607 with 4 drop points"
21:36:50 "EPOCH EVENTS INIT"
21:36:50 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
21:36:50 "WAI: AI Config File Loaded"
21:36:50 "WAI: AI Monitor Started"
21:36:50 "WAI: Initialising missions"
21:37:57 "TIME SYNC: Local Time set to [2013,8,3,13,37]"
21:38:55 [DZMS]: Starting DayZ Mission System.
21:38:55 [DZMS]: WickedAI Found! Using WickedAI's Relations!
21:38:55 [DZMS]: Currently Running Version: 1.1FIN
21:38:55 [DZMS]: Mission and Extended Configuration Loaded!
21:38:55 [DZMS]: napf Detected. Map Specific Settings Adjusted!
21:38:55 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
21:38:55 [DZMS]: Loading ExecVM Functions.
21:38:55 [DZMS]: Loading Compiled Functions.
21:38:55 [DZMS]: Loading All Other Functions.
21:38:55 [DZMS]: Mission Functions Script Loaded!
21:38:55 [DZMS]: Major Mission Clock Starting!
21:38:55 [DZMS]: Minor Mission Clock Starting!
21:38:55 [DZMS]: Mission Marker Loop for JIPs Starting!
21:39:35 [DZMS]: Running Minor Mission SM4.
21:39:37 UH60Wreck_DZ: MainTurret - unknown animation source mainTurret
21:39:37 UH60Wreck_DZ: MainGun - unknown animation source mainGun
21:39:37 UH60Wreck_DZ: MachineGun_1 - unknown animation source Gatling_1
21:39:37 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 3 units in mission.
21:39:39 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 6 units in mission.
21:39:40 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 9 units in mission.
21:39:41 [DZMS]: (DZMSUnitsMinor) Waiting for 9/9 Units or Less to be Alive and a Player to be Near the Objective.
21:39:49 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
21:40:05 "RUNNING EVENT: Supplyitems on [2015,9,13,13,40]"
21:40:05 "Spawning loot event at [10279.3,6324.75]"
21:40:05 "Creating ammo box at [10238.3,6318.23]"
21:40:05 "Loot event setup, waiting for 900 seconds"
21:41:15 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
21:41:26 "WAI: [Mission:[Hero] Armed Vehicle]: Starting... [10187.7,13927.1,0]"
21:41:27 "WAI: Spawned a group of 2 AI (Bandit) at [10187.7,13927.1,0]"
21:41:27 "WAI: Spawned a group of 2 AI (Bandit) at [10187.7,13927.1,0]"
21:41:27 "WAI: Spawned a group of 2 AI (Bandit) at [10187.7,13927.1,0]"
21:41:27 "WAI: Spawned in 1 KORD_high_TK_EP1"
21:43:14 "CRASHSPAWNER: C-130J just exploded at [14598.6,17295.1,3.97172]!"
21:44:07 "WAI: [Mission:[Hero] Bandit Patrol]: Starting... [7666.92,11854.2,0]"
21:44:07 "WAI: Spawned a group of 2 AI (Bandit) at [7666.92,11854.2,0]"
21:44:07 "WAI: Spawned a group of 2 AI (Bandit) at [7666.92,11854.2,0]"
21:44:07 "WAI: Spawned a group of 2 AI (Bandit) at [7666.92,11854.2,0]"
21:46:15 "TIME SYNC: Local Time set to [2013,8,3,13,46]"
21:48:02 "WAI: [Mission:[Bandit] Weapons Cache]: Starting... [3981.88,13029.4,0]"
21:48:03 "WAI: Spawned a group of 1 AI (Hero) at [3981.88,13029.4,0]"
21:48:03 "WAI: Spawned a group of 1 AI (Hero) at [3981.88,13029.4,0]"
21:48:03 "WAI: Spawned a group of 1 AI (Hero) at [3981.88,13029.4,0]"
21:48:03 "WAI: Spawned in 2 M2StaticMG"
21:48:44 "CRASHSPAWNER: AN2 Cargo Plane just exploded at [16970.7,5154.72,2.16616]!"
21:48:44 Cannot create non-ai vehicle AN2Wreck,
21:48:44 "CRASHSPAWNER: Loot spawn at '[16968.1,5159.29,0]' with loot table 'MilitarySpecial'"
21:48:44 "CRASHSPAWNER: Loot spawn at '[16967.3,5160.11,0]' with loot table 'MilitarySpecial'"
21:48:44 "CRASHSPAWNER: Loot spawn at '[16962.3,5154.27,0]' with loot table 'MilitarySpecial'"
21:48:44 "CRASHSPAWNER: Loot spawn at '[16971.9,5150.36,0]' with loot table 'MilitarySpecial'"
21:48:44 "CRASHSPAWNER: Loot spawn at '[16973.7,5148.6,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Loot spawn at '[16970.9,5159.93,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Loot spawn at '[16969.2,5163.31,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Loot spawn at '[16977.3,5162.5,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Loot spawn at '[16979.6,5157.54,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Loot spawn at '[16963.5,5153.75,0]' with loot table 'MilitarySpecial'"
21:48:45 "CRASHSPAWNER: Crash completed! Wreck at: [16970.7,5154.72,0] - Runtime: 650 Seconds || Distance from calculated POC: 1e+010 meters"
21:50:06 "RUNNING EVENT: supply_drop on [2015,9,13,13,50]"
21:51:15 "TIME SYNC: Local Time set to [2013,8,3,13,51]"
21:55:06 "RUNNING EVENT: Construction on [2015,9,13,13,55]"
21:56:15 "TIME SYNC: Local Time set to [2013,8,3,13,56]"
21:58:00 "WAI: [Mission:[Bandit] Lunch break Convoy]: Starting... [14121.6,13054,0]"
21:58:01 "WAI: Spawned a group of 7 AI (Hero) at [14121.6,13054,0]"
21:58:01 "WAI: Spawned a group of 5 AI (Hero) at [14121.6,13054,0]"
21:58:02 "WAI: Spawned a group of 5 AI (Hero) at [14121.6,13054,0]"
21:58:02 "WAI: Spawned a group of 5 AI (Hero) at [14121.6,13054,0]"
21:58:02 "WAI: Spawned in 3 M2StaticMG"
21:58:20 [DZMS]: Running Major Mission SM6.
21:58:23 [DZMS]: (DZMSUnitsMajor) 6 AI Spawned, 6 units in mission.
21:58:28 [DZMS]: (DZMSUnitsMajor) 6 AI Spawned, 12 units in mission.
21:58:34 [DZMS]: (DZMSUnitsMajor) 4 AI Spawned, 16 units in mission.
21:58:39 [DZMS]: (DZMSUnitsMajor) 4 AI Spawned, 20 units in mission.
21:58:44 [DZMS]: (DZMSUnitsMajor) Waiting for 20/20 Units or Less to be Alive and a Player to be Near the Objective.
22:00:07 "RUNNING EVENT: crash_spawner on [2015,9,13,14,0]"
22:01:15 "TIME SYNC: Local Time set to [2013,8,3,14,1]"
22:01:18 "CLEANUP: Deleted 3 Loot Piles out of 36"
22:01:24 "WAI: [Bandit] armed_vehicle ended at [10187.7,13927.1,0]"
22:04:02 O 1-1-B:1: moving in direct condition failed, dist 2.74308
22:04:16 "WAI: [Mission:[Hero] Bandit Patrol]: Ended at [7666.92,11854.2,0]"
22:04:52 "WAI: [Mission:[Hero] Captured MV22]: Starting... [16138,15688.7,0]"
22:04:53 "WAI: Spawned a group of 5 AI (Bandit) at [16138,15688.7,0]"
22:04:53 "WAI: Spawned a group of 5 AI (Bandit) at [16138,15688.7,0]"
22:04:54 "WAI: Spawned a group of 5 AI (Bandit) at [16138,15688.7,0]"
22:04:54 "WAI: Spawned a group of 5 AI (Bandit) at [16138,15688.7,0]"
22:04:54 "WAI: Spawned in 2 M2StaticMG"
22:06:15 "TIME SYNC: Local Time set to [2013,8,3,14,6]"
22:06:49 "WAI: [Mission:[Hero] Captured MV22]: Starting... [3821.51,8067.8,0]"
22:06:49 "WAI: Spawned a group of 4 AI (Bandit) at [3821.51,8067.8,0]"
22:06:50 "WAI: Spawned a group of 4 AI (Bandit) at [3821.51,8067.8,0]"
22:06:50 "WAI: Spawned a group of 4 AI (Bandit) at [3821.51,8067.8,0]"
22:06:51 "WAI: Spawned a group of 4 AI (Bandit) at [3821.51,8067.8,0]"
22:06:51 "WAI: Spawned in 2 M2StaticMG"
22:09:20 "CLEANUP: Deleted 9 Loot Piles out of 33"
22:10:09 "RUNNING EVENT: Military on [2015,9,13,14,10]"
22:10:09 "Spawning loot event at [5686.22,10251.5]"
22:10:09 "Creating ammo box at [5831.69,10380.1]"
22:10:09 "Loot event setup, waiting for 900 seconds"
22:11:15 "TIME SYNC: Local Time set to [2013,8,3,14,11]"
22:15:00 "RUNNING EVENT: supply_drop on [2015,9,13,14,15]"
22:15:10 "WAI: [Mission:[Bandit] Lunch break Convoy]: Ended at [14121.6,13054,0]"
22:15:38 "WAI: [Bandit] weapon_cache ended at [3981.88,13029.4,0]"
22:16:16 "TIME SYNC: Local Time set to [2013,8,3,14,16]"
22:16:27 O 1-1-B:1: moving in direct condition failed, dist 2.75139
22:21:16 "TIME SYNC: Local Time set to [2013,8,3,14,21]"
22:21:25 "PLANE: AN2 Cargo Plane started flying from [6993.7,173.053,300] to first waypoint NOW!(TIME:2610)"
22:21:25 "PLANE: Adding DROPWaypoint #1 on [2297.9,5039.22]"
22:23:21 "PLANE IS AT DROPWAYPOINT #1 on [2440.66,4864.42,95.9921]"
22:23:23 "PLANE: Adding DROPWaypoint #2 on [4027.78,5074.86]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2409.24,4879.58,0]' with loot ["Colt1911","weapon"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2411.95,4883.53,0]' with loot ["DZ_TK_Assault_Pack_EP1","object"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2409.46,4879.9,0]' with loot ["ItemCompass","generic"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2413.77,4877.73,0]' with loot ["Skin_Camo1_DZ","magazine"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2410.6,4884.09,0]' with loot ["UZI_EP1","weapon"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2415.76,4878.76,0]' with loot ["DZ_TK_Assault_Pack_EP1","object"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2417.57,4880.44,0]' with loot ["Colt1911","weapon"]"
22:23:41 "CAREPACKAGE: Loot spawn at '[2414.9,4884.53,0]' with loot ["ItemFlashlightRed","military"]"
22:24:09 "PLANE IS AT DROPWAYPOINT #2 on [3794,5078.04,97.6412]"
22:24:11 "PLANE: Adding DROPWaypoint #3 on [11375.8,7173.76]"
22:24:19 "WAI: [Mission:[Hero] Captured MV22]: Ended at [16138,15688.7,0]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3811.06,5036.15,0]' with loot ["WeaponHolder_ItemMachete","object"]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3812.36,5039.63,0]' with loot ["","food"]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3817.6,5040.58,0]' with loot ["revolver_EP1","weapon"]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3818.3,5034.21,0]' with loot ["ItemMap","weapon"]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3815.16,5041.02,0]' with loot ["AK_74","weapon"]"
22:24:29 "CAREPACKAGE: Loot spawn at '[3812.33,5039.22,0]' with loot ["ItemCompass","generic"]"
22:25:03 "RUNNING EVENT: crash_spawner on [2015,9,13,14,25]"
22:25:03 "RUNNING EVENT: Treasure on [2015,9,13,14,25]"
22:25:03 "Spawning loot event at [6614.58,10729.9]"
22:25:03 "Creating ammo box at [6510.57,10953]"
22:25:03 "Loot event setup, waiting for 900 seconds"
22:26:16 "TIME SYNC: Local Time set to [2013,8,3,14,26]"
22:26:23 "PLANE IS AT DROPWAYPOINT #3 on [11139.1,7161.94,103.043]"
22:26:25 "PLANE: Adding DROPWaypoint #4 on [11505.4,7165.79]"
22:26:26 "PLANE IS AT DROPWAYPOINT #4 on [11289.5,7167.87,100.92]"
22:26:28 "PLANE IS AT END WAYPOINT on [6993.7,173.053,300]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11180.4,7095.34,0]' with loot ["Makarov","weapon"]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11179.9,7096.61,0]' with loot ["AK_47_M","weapon"]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11178.6,7093.25,0]' with loot ["LeeEnfield","weapon"]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11180.3,7091.06,0]' with loot ["","food"]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11187.4,7093.51,0]' with loot ["M4A1","weapon"]"
22:26:47 "CAREPACKAGE: Loot spawn at '[11184.6,7090.13,0]' with loot ["DZ_British_ACU","object"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11365.7,7080.3,0]' with loot ["","food"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11366,7080.75,0]' with loot ["","medical"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11368.6,7079.95,0]' with loot ["revolver_EP1","weapon"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11365.1,7083.79,0]' with loot ["Binocular","weapon"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11366.4,7081.56,0]' with loot ["ItemMatchbox","generic"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11367,7080.04,0]' with loot ["glock17_EP1","weapon"]"
22:26:51 "CAREPACKAGE: Loot spawn at '[11372.7,7083.84,0]' with loot ["","medical"]"
22:28:54 "WAI: [Mission:[Hero] Black Hawk Crash]: Starting... [7181.61,8818.67,0]"
22:28:55 "WAI: Spawned a group of 3 AI (Bandit) at [7181.61,8818.67,0]"
22:28:55 "WAI: Spawned a group of 3 AI (Bandit) at [7181.61,8818.67,0]"
22:28:55 "WAI: Spawned a group of 3 AI (Bandit) at [7181.61,8818.67,0]"
22:28:56 "WAI: Spawned in 2 M2StaticMG"
22:29:11 "WAI: [Mission:[Bandit] Sniper Extraction]: Starting... [5299,13504.5,0]"
22:29:12 "WAI: Spawned a group of 5 AI (Hero) at [5299,13504.5,0]"
22:29:13 "WAI: Spawned a group of 5 AI (Hero) at [5299,13504.5,0]"
22:29:13 "WAI: Spawned a group of 5 AI (Hero) at [5299,13504.5,0]"
22:29:14 "PLANE DELETED"
22:29:14 "PLANE: 4 Carepackagedrops completed! Runtime: 470 Seconds"
22:29:14 "PLANE: 75% chance to start a AN2 Cargo Plane Carepackagedrop at 6505.06 with 5 drop points"
22:29:14 "WAI: Spawned a group of 5 AI (Hero) at [5299,13504.5,0]"
22:29:15 "WAI: Spawned in 4 M2StaticMG"
22:30:05 "RUNNING EVENT: crash_spawner on [2015,9,13,14,30]"
22:30:06 "WAI: [Mission:[Hero] Captured MV22]: Ended at [3821.51,8067.8,0]"
22:30:25 "WAI: [Mission:[Bandit] Ural Attack]: Starting... [2645.73,9457.77,0]"
22:30:26 "WAI: Spawned a group of 4 AI (Hero) at [2645.73,9457.77,0]"
22:30:27 "WAI: Spawned a group of 4 AI (Hero) at [2645.73,9457.77,0]"
22:30:27 "WAI: Spawned a group of 4 AI (Hero) at [2645.73,9457.77,0]"
22:31:16 "TIME SYNC: Local Time set to [2013,8,3,14,31]"
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone leftshoulder doesn't exist in some skeleton 
22:33:51 Error: Bone rightshoulder doesn't exist in some skeleton 
22:36:16 "TIME SYNC: Local Time set to [2013,8,3,14,36]"
22:37:35 "get: STRING (76561198160059111), sent: STRING (76561198160059111)"
22:37:35 "DISCONNECT: Cocky Coxford (76561198160059111) Object: B 1-1-B:1 (Cocky Coxford) REMOTE, _characterID: 3 at loc [8249.52,15486.1,0.251501]"
22:37:35 Client: Remote object 3:54 not found
22:37:35 Client: Remote object 3:55 not found
22:37:35 Client: Remote object 3:56 not found


=====================================================================
== D:\DayZOverpoch\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayzOverwatch;@DayZ_Epoch1051;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/09/02 08:34:51
Current time:  2015/09/14 06:27:02

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/
 6:29:30 Warning Message: Cannot load mission
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:33 Server error: Player without identity Cocky Coxford (id 1716729370)
 6:29:44 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:44 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
 6:29:50 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
 6:29:53 ca\misc\houpacka.p3d: house, config class missing
 6:29:53 ca\misc\houpacka.p3d: house, config class missing
 6:29:54 ca\misc\houpacka.p3d: house, config class missing
 6:29:58 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
 6:29:58 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
 6:29:59 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
 6:29:59 "DayZ Epoch: MPframework inited"
 6:30:02 ca\misc\houpacka.p3d: house, config class missing
 6:30:05 ca\misc\houpacka.p3d: house, config class missing
 6:30:09 ca\misc\houpacka.p3d: house, config class missing
 6:30:09 ca\misc\houpacka.p3d: house, config class missing
 6:30:11 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
 6:30:11 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
 6:30:11 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
 6:30:11 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
 6:30:12 ca\misc3\wf\wf_depot.p3d: house, config class missing
 6:30:13 ca\misc3\wf\wf_depot.p3d: house, config class missing
 6:30:13 ca\misc3\wf\wf_depot.p3d: house, config class missing
 6:30:16 ca\misc\houpacka.p3d: house, config class missing
 6:30:16 ca\misc\houpacka.p3d: house, config class missing
 6:30:19 ca\misc\houpacka.p3d: house, config class missing
 6:30:19 ca\misc\houpacka.p3d: house, config class missing
 6:30:19 ca\misc\houpacka.p3d: house, config class missing
 6:30:19 ca\misc\houpacka.p3d: house, config class missing
 6:30:22 ca\misc\houpacka.p3d: house, config class missing
 6:30:25 ca\structures\house\housev\housev_2l_dam_ruins.p3d: house, config class missing
 6:30:27 "Admin Tools: AdminList.sqf loaded"
 6:30:27 "Res3tting B!S effects..."
 6:30:27 WMOD v1.1.0: loading...
 6:30:27 "REPACK VERSION: 0.16 Overpoch NAPF - build 30"
 6:30:27 "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos"
 6:30:27 "[Random_Weed_Farm]: Function loaded ... Server Building 3 Weed Farm(s)"
 6:30:27 "[Random_Weed_Farm]: Found Location for a farm (198144) [19817.6,6012.01] with 4 plants"
 6:30:27 "[Random_Weed_Farm]: Found Location for a farm (024082) [2450.54,12245.2] with 5 plants"
 6:30:27 "[Random_Weed_Farm]: Found Location for a farm (072194) [7211.23,1008.32] with 5 plants"
 6:30:27 "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients"
 6:30:28 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
 6:30:31 "HIVE: Starting"
 6:30:31 "HIVE: trying to get objects"
 6:30:31 "HIVE: found 1 objects"
 6:30:31 "HIVE: Commence Object Streaming..."
 6:30:31 "HIVE: got 0 Epoch Objects and 1 Vehicles"
 6:30:31 "HIVE: Vehicle Spawn limit reached!"
 6:30:31 "HIVE: Spawning # of Debris: 0"
 6:30:31 "HIVE: Spawning # of Ammo Boxes: 3"
 6:30:31 "HIVE: Spawning # of Veins: 50"
 6:30:31 "Total Number of spawn locations 11"
 6:30:32 "DEBUG VEIN: Too many objects at [18774.2,11071.2]"
 6:30:33 "CRASHSPAWNER: 100% chance to start a crashing C-130J with loot table 'MilitarySpecial'"
 6:30:33 "CRASHSPAWNER: C-130J started flying from [16240,10000] to [3646.01,11531.1] NOW!(TIME:0||LT:MilitarySpecial)"
 6:30:33 "CRASHSPAWNER: 100% chance to start a crashing AN2 Cargo Plane with loot table 'MilitarySpecial'"
 6:30:33 "CRASHSPAWNER: AN2 Cargo Plane started flying from [9712,663.067] to [3781.18,3729.37] NOW!(TIME:0||LT:MilitarySpecial)"
 6:30:33 "PLANE: Starting spawn logic for animated AN2 Carepackage drops - written by Grafzahl, modded by fofinho [CD:1]"
 6:30:33 "PLANE: 75% chance to start a AN2 Cargo Plane Carepackagedrop at 3780 with 5 drop points"
 6:30:33 "EPOCH EVENTS INIT"
 6:30:33 "RUNNING EVENT: crash_spawner on [2015,9,14,13,30]"
 6:30:33 Warning Message: Script z\addons\dayz_server\WAI\customsettings.sqf not found
 6:30:33 "WAI: AI Config File Loaded"
 6:30:33 "WAI: AI Monitor Started"
 6:30:33 "WAI: Initialising missions"
 6:34:22 Server: Object 3:8 not found (message 94)
 6:34:22 "TIME SYNC: Local Time set to [2013,8,3,13,34]"
 6:35:20 [DZMS]: Starting DayZ Mission System.
 6:35:20 [DZMS]: WickedAI Found! Using WickedAI's Relations!
 6:35:20 [DZMS]: Currently Running Version: 1.1FIN
 6:35:20 [DZMS]: Mission and Extended Configuration Loaded!
 6:35:20 [DZMS]: napf Detected. Map Specific Settings Adjusted!
 6:35:20 [DZMS]: DayZ Epoch Detected! Some Scripts Adjusted!
 6:35:20 [DZMS]: Loading ExecVM Functions.
 6:35:20 [DZMS]: Loading Compiled Functions.
 6:35:20 [DZMS]: Loading All Other Functions.
 6:35:20 [DZMS]: Mission Functions Script Loaded!
 6:35:20 [DZMS]: Major Mission Clock Starting!
 6:35:20 [DZMS]: Minor Mission Clock Starting!
 6:35:20 [DZMS]: Mission Marker Loop for JIPs Starting!
 6:37:06 [DZMS]: Running Minor Mission SM4.
 6:37:08 UH60Wreck_DZ: MainTurret - unknown animation source mainTurret
 6:37:08 UH60Wreck_DZ: MainGun - unknown animation source mainGun
 6:37:08 UH60Wreck_DZ: MachineGun_1 - unknown animation source Gatling_1
 6:37:08 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 3 units in mission.
 6:37:09 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 6 units in mission.
 6:37:10 [DZMS]: (DZMSUnitsMinor) 3 AI Spawned, 9 units in mission.
 6:37:11 [DZMS]: (DZMSUnitsMinor) Waiting for 9/9 Units or Less to be Alive and a Player to be Near the Objective.
 6:37:40 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
 6:37:50 "get: STRING (76561198160059111), sent: STRING (76561198160059111)"
 6:37:50 "DISCONNECT: Cocky Coxford (76561198160059111) Object: B 1-1-C:1 (Cocky Coxford) REMOTE, _characterID: 3 at loc [8243.96,15503.3,0.2515]"
 6:37:50 Client: Remote object 3:5 not found
 6:37:50 Client: Remote object 3:6 not found
 6:37:50 Client: Remote object 3:7 not found
 6:37:51 "CRASHSPAWNER: C-130J just exploded at [9389.89,16261.3,-7.07224]!"
 6:37:51 "CRASHSPAWNER: Loot spawn at '[9392.75,16265.9,0]' with loot table 'MilitarySpecial'"
 6:37:51 "CRASHSPAWNER: Loot spawn at '[9395.3,16258.4,0]' with loot table 'MilitarySpecial'"
 6:37:51 "CRASHSPAWNER: Loot spawn at '[9398.26,16264.2,0]' with loot table 'MilitarySpecial'"
 6:37:51 "CRASHSPAWNER: Loot spawn at '[9399.1,16266.1,0]' with loot table 'MilitarySpecial'"
 6:37:51 "CRASHSPAWNER: Loot spawn at '[9388.23,16253.2,0]' with loot table 'MilitarySpecial'"
 6:37:51 "CRASHSPAWNER: Crash completed! Wreck at: [9389.89,16261.3,0] - Runtime: 211 Seconds || Distance from calculated POC: 7441 meters"

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