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[Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).


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Does anyone have (and would be willing to share) their hpp files with nicely balanced prices for this mod? I have tried and tried, but end up throwing everything out of balance.

 

ElDubya,

 

Just to me know. The default prices are not ok?

 

And...

 

What about make a conversion from gold/silver bars to coins?

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Does anyone know why the coins don't save in the safes? if I put coins in a safe and lock it, then open it 10 seconds later all the coins have been deleted out of the safe =/ its only when i lock the safe, all the gear and everything else stays, just the coins disappear

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Everything is working great for me except i do not get money storage option on vehicles or storage items.  Can anyone see the problem in my fn_selfactions?

 

scriptName "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"];

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);

_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;
    player removeAction s_player_removeflare;
    s_player_grabflare = -1;
    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 {
            s_player_showname = 1;
            player setVariable["DZE_display_name",true,true];
        } 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;
    };
};

// Bank Robbery

_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","rob\robbank.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_bankrob;

        s_player_bankrob = -1;

    };

// Bank Robbery END

// 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 = items 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;

    _isMan = _cursorTarget isKindOf "Man";
    _traderType = _typeOfCursorTarget;
    _ownerID = _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";
    _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_maintain_area < 0) then {
              s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "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], "actions\maintain_area.sqf", "preview", 5, false];
         };
     } else {
            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 && (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                                _player_deleteBuild = true;
                        };
                };
        //Allow owners to delete modular doors without locks
                if(_isModularDoor && (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) 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 && _ownerID != "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], "\z\addons\dayz_code\actions\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 = _ownerID in _temp_keys;
            _oldOwner = (_ownerID == 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 _ownerID))], 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 set [count s_player_lockunlock,_lock];
                    if (_typeOfCursorTarget in ColourVehicles) then {
                                    private ["_paint"];
                                    _paint = player addAction ["<t color=#0059FF'>Paint Vehicle</t>", "Paint\player_paint_init.sqf", _cursorTarget, 2, true, true, "", "];
                                    s_player_lockunlock set [count s_player_lockunlock,_paint];
                            };
                    s_player_lockUnlock_crtl = 1;
                };
            };
        };
        
    } else {
        {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
        s_player_lockUnlock_crtl = -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;
    };

    // 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 == dayz_characterID) 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 {
            if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then {
                if (s_player_packtent < 0) then {
                    s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
                };
            };
        };
    } else {
        player removeAction s_player_packtent;
        s_player_packtent = -1;
    };

    //Allow manage door
    if((_typeOfCursorTarget in DZE_DoorsLocked)) then {
    if (s_player_manageDoor >= 0 && door_management_last != _cursorTarget) then {
            player removeAction s_player_manageDoor;
            s_player_manageDoor = -1;
        };
        if (s_player_manageDoor < 0) then {
            door_management_last = _cursorTarget;
            s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false];
        };
    } else {
        door_management_last = objNull;
        player removeAction s_player_manageDoor;
        s_player_manageDoor = -1;
    };
    
    //Allow owner to unlock vault
    if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then {
        if (s_player_unlockvault < 0) then {
            if(_typeOfCursorTarget in DZE_LockedStorage) then {
                if(_ownerID == dayz_combination || _ownerID == dayz_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(_ownerID != dayz_combination && _ownerID != dayz_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;
    };
    
    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 change Door code

if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then {
        if ((s_player_lastTarget select 1) != _cursorTarget) then {
            if (s_player_ckc > 0) then {    
                player removeAction s_player_ckc;
                s_player_ckc = -1;
            };
        };

        if (s_player_ckc < 0) then {
            s_player_lastTarget set [1,_cursorTarget];    
                s_player_ckc = player addaction["Set new Code", "ckc\ckc_startUI.sqf","",0,false,true,"", ""];
        };
    } else {
        player removeAction s_player_ckc;
        s_player_ckc = -1;
    };



//Allow owner to change vault code

_unlockedVault = ["VaultStorage"];

    if(typeOf(cursortarget) in _unlockedVault && _ownerID != "0" && (player distance _cursorTarget < 2)) then {
    
    if (s_player_Safe_ckc < 0) then {
    if ((typeOf(cursortarget) == "VaultStorage") &&(_ownerID == dayz_combination || _ownerID == dayz_playerUID)  ) then {
     
                
            s_player_Safe_ckc = player addaction["Set new Code", "ckc\ckc_startSafeUI.sqf","",1,false,true,"", ""];
        };
        };
    } else {
        player removeAction s_player_Safe_ckc;
        s_player_Safe_ckc = -1;

    };

    //Allow owner to pack vault
    if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then {

        if (s_player_lockvault < 0) then {
            if(_ownerID == 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 && (_ownerID == 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;
    };
    
    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;
    };
    
    //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;
        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;

    };

    // 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], "custom\BuildVectors\action\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 == _ownerID)) 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], "custom\BuildVectors\action\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;
    };
    */


    //Sleep
    if(_isTent && _ownerID == dayz_characterID) 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;
    };
    
    //Repairing Vehicles
    if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) 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", "\z\addons\dayz_code\actions\salvage_vehicle.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;
        };
    };

    // 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
                _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;
    };

    
    if(dayz_tameDogs) then {
        
        //Dog
        if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "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 && _ownerID == 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;
        };
    };

} 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_ckc;
    s_player_ckc = -1;
    player removeAction s_player_Safe_ckc;
    s_player_Safe_ckc = -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_manageDoor;
    s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf
    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;
};

//Dog actions on player self
_dogHandle = player getVariable ["dogID", 0];
if (_dogHandle > 0) then {
    _dog = _dogHandle getFSMVariable "_dog";
    _ownerID = "0";
    if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; };
    if (_canDo && !_inVehicle && alive _dog && _ownerID != 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;
};

//----------PACK BIKE START----------
_weapons = [currentWeapon player] + (weapons player) + (magazines player);
_isBike = typeOf cursorTarget in ["MMT_Civ"];

if((_isBike) and _canDo) then {
if (s_player_deploybike2 < 0) then {
        s_player_deploybike2 = player addaction[("<t color="#007ab7"">" + ("Pack Bike") +"</t>"),"pack.sqf","",5,false,true,"", "];
    };
} else {
    player removeAction s_player_deploybike2;
    s_player_deploybike2 = -1;
};
//----------PACK BIKE END----------

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OK, it's been awhile since I built a server and I'm doing another one from scratch on bare iron.   I've got the base server running well.  It's Epoch (1.0.5.1), Overwatch (0.2.5), and Origins (1.7.9.5).  I'm starting with some of the "bigger, more complex" scripts first and this is one of the first I'm putting in.  But a few questions.... 

 

I had config traders on a past server and will be putting it back.  My impression is that by following the installation instructions in the first post, I'll automatically have config traders.  True?  Or am I better off getting config traders set up first and then adding ZSC?

 

I already know about compiles.sqf, variables.sqf and fn_selfActions.sqf and executing them outside the .pbo (or parts of them as Raymix and others do).  But ZSC modifies a number of other files that are in the .pbo that will also have to be modified for other scripts I want to put in.  Files like playerHUD.sqf, server_monitor.sqf, player_switchModel.sqf, and server_player_sync.sqf.  Is it possible to do the same thing for these?  There aren't lines in init.sqf to replace or append to those files that are already in the .pbo.  If I can store/run external to the .pbo, how would I do that for those files?  Or do I have to modify those files for each script as necessary and repack the .pbo?

 

Thanks,

Bob 

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I am trying to install this on a Epoch Lingor server.  I get 99% of it to work but after a restart all safes and vehicles coin are wiped. When i put moneys in before i hit restart I check database and see the moneys.  After restart the only money is what i have on my player.   I have went over zupa's script 4 times, checking and rechecking. There was a comment that i found that in the server_updateobject.sqf to make sure that a comma was in the right place.

this is what i have in there. Just where he said to put it. 

 

_inventory = [
            getWeaponCargo _object,
            getMagazineCargo _object,
            getBackpackCargo _object
            
/*ZSC*/
            , _object getVariable["bankMoney",0]
            /*ZSC*/
        ];

Is there anyone willing to help?

if so what information do you need.   I had this same problem on a chernarus i have, but after seeing that i placed the above in wrong place I fixed it. that was the first thing i checked.

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I am trying to install this on a Epoch Lingor server.  I get 99% of it to work but after a restart all safes and vehicles coin are wiped. When i put moneys in before i hit restart I check database and see the moneys.  After restart the only money is what i have on my player.   I have went over zupa's script 4 times, checking and rechecking. There was a comment that i found that in the server_updateobject.sqf to make sure that a comma was in the right place.

this is what i have in there. Just where he said to put it. 

 

_inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object

            /*ZSC*/

            , _object getVariable["bankMoney",0]

            /*ZSC*/

        ];

Is there anyone willing to help?

if so what information do you need.   I had this same problem on a chernarus i have, but after seeing that i placed the above in wrong place I fixed it. that was the first thing i checked.

ok, dont know what was wrong but because i am working on an epoch lingor that nothing was added to.  I took the server side PBO folder that I downloaded from this article turned it into a PBO and put it in. That fixed the problem, whatever it was.  I am going to compare files later and will post what I find.

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Everything works great!! I have noticed though that if you are using Epoch Admin Tools and use the unlock function on a safe or lockbox that it wipes the coins.

************ Also, i just noticed that when using the coins disappear when you change the safe combo.

Any way to keep this from happening?

********Found a typo on my end in the update object. Gonna check tomorrow to see if it fixes the coins being wiped in the instances described above..

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ok, dont know what was wrong but because i am working on an epoch lingor that nothing was added to.  I took the server side PBO folder that I downloaded from this article turned it into a PBO and put it in. That fixed the problem, whatever it was.  I am going to compare files later and will post what I find.

Looking at yours I cant tell if you have the bit added above see this below and see if yours the same as i had simular problems and it was this causing it :

 

_object_inventory = {

private["_inventory","_previous","_key"];

if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{

    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item

} else {

    _inventory = [

    getWeaponCargo _object,

    getMagazineCargo _object,

    getBackpackCargo _object

   /*ZSC*/

   , _object getVariable["bankMoney",0]

   /*ZSC*/

  ];

  };

  _previous = str(_object getVariable["lastInventory",[]]);

 

 

MegaZ

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Installed and working ok, 

Is there a way to increase the size of the amount of coins an item can hold as the maximum coins I can store is 200000 Ural only has 200 slots as does a safe. I see in ZSCconfig.sqf the ZSC_MaxMoneyInStorageMultiplier = 1000; if I increase this will it cause problems with coins saving and is this the way to increase the storage size?

 

 Great Script Thanks

MegaZ

 

Yes. Increase the number.

 

Will there be any issues if I increase the number from 10000 to 100000? This means that a safe for example would be able to hold 20 million coins.

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Everything is working great for me except i do not get money storage option on vehicles or storage items.  Can anyone see the problem in my fn_selfactions?

 

scriptName "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"];

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);

_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;

    player removeAction s_player_removeflare;

    s_player_grabflare = -1;

    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 {

            s_player_showname = 1;

            player setVariable["DZE_display_name",true,true];

        } 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;

    };

};

// Bank Robbery

_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","rob\robbank.sqf",cursorTarget, 0, false, true, "",""];

        };

    } else {

        player removeAction s_player_bankrob;

        s_player_bankrob = -1;

    };

// Bank Robbery END

// 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 = items 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;

    _isMan = _cursorTarget isKindOf "Man";

    _traderType = _typeOfCursorTarget;

    _ownerID = _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";

    _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_maintain_area < 0) then {

              s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "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], "actions\maintain_area.sqf", "preview", 5, false];

         };

     } else {

            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 && (dayz_characterID == _ownerID)) then {

                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {

                                _player_deleteBuild = true;

                        };

                };

        //Allow owners to delete modular doors without locks

                if(_isModularDoor && (dayz_characterID == _ownerID)) then {

                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) 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 && _ownerID != "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], "\z\addons\dayz_code\actions\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 = _ownerID in _temp_keys;

            _oldOwner = (_ownerID == 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 _ownerID))], 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 set [count s_player_lockunlock,_lock];

                    if (_typeOfCursorTarget in ColourVehicles) then {

                                    private ["_paint"];

                                    _paint = player addAction ["<t color=#0059FF'>Paint Vehicle</t>", "Paint\player_paint_init.sqf", _cursorTarget, 2, true, true, "", "];

                                    s_player_lockunlock set [count s_player_lockunlock,_paint];

                            };

                    s_player_lockUnlock_crtl = 1;

                };

            };

        };

        

    } else {

        {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];

        s_player_lockUnlock_crtl = -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;

    };

    // 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 == dayz_characterID) 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 {

            if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then {

                if (s_player_packtent < 0) then {

                    s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];

                };

            };

        };

    } else {

        player removeAction s_player_packtent;

        s_player_packtent = -1;

    };

    //Allow manage door

    if((_typeOfCursorTarget in DZE_DoorsLocked)) then {

    if (s_player_manageDoor >= 0 && door_management_last != _cursorTarget) then {

            player removeAction s_player_manageDoor;

            s_player_manageDoor = -1;

        };

        if (s_player_manageDoor < 0) then {

            door_management_last = _cursorTarget;

            s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false];

        };

    } else {

        door_management_last = objNull;

        player removeAction s_player_manageDoor;

        s_player_manageDoor = -1;

    };

    

    //Allow owner to unlock vault

    if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then {

        if (s_player_unlockvault < 0) then {

            if(_typeOfCursorTarget in DZE_LockedStorage) then {

                if(_ownerID == dayz_combination || _ownerID == dayz_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(_ownerID != dayz_combination && _ownerID != dayz_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;

    };

    

    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 change Door code

if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then {

        if ((s_player_lastTarget select 1) != _cursorTarget) then {

            if (s_player_ckc > 0) then {    

                player removeAction s_player_ckc;

                s_player_ckc = -1;

            };

        };

        if (s_player_ckc < 0) then {

            s_player_lastTarget set [1,_cursorTarget];    

                s_player_ckc = player addaction["Set new Code", "ckc\ckc_startUI.sqf","",0,false,true,"", ""];

        };

    } else {

        player removeAction s_player_ckc;

        s_player_ckc = -1;

    };

//Allow owner to change vault code

_unlockedVault = ["VaultStorage"];

    if(typeOf(cursortarget) in _unlockedVault && _ownerID != "0" && (player distance _cursorTarget < 2)) then {

    

    if (s_player_Safe_ckc < 0) then {

    if ((typeOf(cursortarget) == "VaultStorage") &&(_ownerID == dayz_combination || _ownerID == dayz_playerUID)  ) then {

     

                

            s_player_Safe_ckc = player addaction["Set new Code", "ckc\ckc_startSafeUI.sqf","",1,false,true,"", ""];

        };

        };

    } else {

        player removeAction s_player_Safe_ckc;

        s_player_Safe_ckc = -1;

    };

    //Allow owner to pack vault

    if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then {

        if (s_player_lockvault < 0) then {

            if(_ownerID == 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 && (_ownerID == 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;

    };

    

    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;

    };

    

    //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;

        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;

    };

    // 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], "custom\BuildVectors\action\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 == _ownerID)) 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], "custom\BuildVectors\action\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;

    };

    */

    //Sleep

    if(_isTent && _ownerID == dayz_characterID) 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;

    };

    

    //Repairing Vehicles

    if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) 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", "\z\addons\dayz_code\actions\salvage_vehicle.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;

        };

    };

    // 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

                _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;

    };

    

    if(dayz_tameDogs) then {

        

        //Dog

        if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "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 && _ownerID == 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;

        };

    };

} 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_ckc;

    s_player_ckc = -1;

    player removeAction s_player_Safe_ckc;

    s_player_Safe_ckc = -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_manageDoor;

    s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf

    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;

};

//Dog actions on player self

_dogHandle = player getVariable ["dogID", 0];

if (_dogHandle > 0) then {

    _dog = _dogHandle getFSMVariable "_dog";

    _ownerID = "0";

    if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; };

    if (_canDo && !_inVehicle && alive _dog && _ownerID != 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;

};

//----------PACK BIKE START----------

_weapons = [currentWeapon player] + (weapons player) + (magazines player);

_isBike = typeOf cursorTarget in ["MMT_Civ"];

if((_isBike) and _canDo) then {

if (s_player_deploybike2 < 0) then {

        s_player_deploybike2 = player addaction[("<t color="#007ab7"">" + ("Pack Bike") +"</t>"),"pack.sqf","",5,false,true,"", "];

    };

} else {

    player removeAction s_player_deploybike2;

    s_player_deploybike2 = -1;

};

//----------PACK BIKE END----------

 

Only one other thing does not look right but another mod changes the line in server_monitor.sqf.  Could this be causing me any issues with money storage not showing as an option?  Everything else is exactly how it should be edited.

The edit comes from door management.    if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

if ((count _intentory > 0) && !(typeOf( _object) in  DZE_DoorsLocked)) then {

            

                /*ZSC*/

                if( count (_intentory) > 3)then{

                _object setVariable ["bankMoney", _intentory select 3, true];

                }else{

                _object setVariable ["bankMoney", 0, true];

                };

                /*ZSC*/

                

                if (_type in DZE_LockedStorage) then {

                    // Fill variables with loot

                    _object setVariable ["WeaponCargo", (_intentory select 0),true];

                    _object setVariable ["MagazineCargo", (_intentory select 1),true];

                    _object setVariable ["BackpackCargo", (_intentory select 2),true];

                } else {

                    //Add weapons

                    _objWpnTypes = (_intentory select 0) select 0;

                    _objWpnQty = (_intentory select 0) select 1;

                    _countr = 0;                    

                    {

                        if(_x in (DZE_REPLACE_WEAPONS select 0)) then {

                            _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);

                        };

                        _isOK =     isClass(configFile >> "CfgWeapons" >> _x);

                        if (_isOK) then {

                            _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];

                        };

                        _countr = _countr + 1;

                    } count _objWpnTypes;

                

                    //Add Magazines

                    _objWpnTypes = (_intentory select 1) select 0;

                    _objWpnQty = (_intentory select 1) select 1;

                    _countr = 0;

                    {

                        if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow

                        if (_x == "ItemTent") then { _x = "ItemTentOld" };

                        _isOK =     isClass(configFile >> "CfgMagazines" >> _x);

                        if (_isOK) then {

                            _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];

                        };

                        _countr = _countr + 1;

                    } count _objWpnTypes;

                    //Add Backpacks

                    _objWpnTypes = (_intentory select 2) select 0;

                    _objWpnQty = (_intentory select 2) select 1;

                    _countr = 0;

                    {

                        _isOK =     isClass(configFile >> "CfgVehicles" >> _x);

                        if (_isOK) then {

                            _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];

                        };

                        _countr = _countr + 1;

                    } count _objWpnTypes;

                };

            };

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Looking at yours I cant tell if you have the bit added above see this below and see if yours the same as i had simular problems and it was this causing it :

 

_object_inventory = {

private["_inventory","_previous","_key"];

if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{

    _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item

} else {

    _inventory = [

    getWeaponCargo _object,

    getMagazineCargo _object,

    getBackpackCargo _object

   /*ZSC*/

   , _object getVariable["bankMoney",0]

   /*ZSC*/

  ];

  };

  _previous = str(_object getVariable["lastInventory",[]]);

 

 

MegaZ

I will check out later, thank you.

I installed zupas folders and no problem other then weapons dont work.

Edited by Thug
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Zupa

i used the folders that you put in the download, made them into pbos and put in two of my servers. 

When I go to buy a weapon it will not work until you drop on ground and pick back up. Then it works fine. This does it in both server.

Has any one hear or know what needs to be done to fix. I'm looking at the fn_selfActions.sqf right now, but no luck.

 

i dont see any errors in both server and arma RPT's

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Why would that issue be caused by your selfactions? That file could not cause the issue your describing

First of all had to start looking somewhere since the RPTs dont show anything.

I try to solve problems myself and did not know where to start with this one.

Just letting everyone what i was doing, please if you know where I should look let me know.

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**RESOLVED**

 

I am having some strange problems.  I've installed single currency and advance trade. I have no issues selling through the advance trade, but I cannot sell or buy cars, backpacks and guns through the normal trader menu (these are the only few items that I have tried to sell/buy).  I get the menu, start trading but after the animation the vehicle or backpack is not sold and there was no transaction of coins.  It states a trade is in progress and I have to log out to exit the trade sequence.  I have no errors in my client side .RPT and nothing out of the usual on the service side RPT log.  I used the Github for the source of the files, and modified the supplied fn_slefActions,sqf with the necessary modifications for advance trade, and call for that file in my custom compiles script.

 

To experiment I removed advanced trade, and had the same issue with just single currency.  Any help suggestion would greatly be appreciated.

 

Thanks,

 

Update:

I reinstalled using the actions, compiles. config, gold, and gui files from another source and all is working as intended. I am not sure if; I installed incorrectly, and/or the files got corrupted at the point of download or uploading.

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Had my server working fine but cannot get this plugin to work. each time i try to install it my server gets stucking on "waiting for server to authenticate" and i can see that the server is not connecting to the hive. the RPT file has also be pretty useless. anyone have any ideas?

RPT in spoiler tag



=====================================================================
== E:\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/06/08 17:18:00
Current time:  2015/06/13 19:49:16

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:25 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
19:50:31 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
19:50:37 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
19:50:37 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
19:50:38 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
19:50:38 "DayZ Epoch: MPframework inited"
19:50:40 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:59 "Admin Tools: config.sqf loaded"
19:50:59 "Admin Tools: variables.sqf loaded"
19:50:59 "Res3tting B!S effects..."
19:51:00 "HIVE: Starting"
19:51:00 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852

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Had my server working fine but cannot get this plugin to work. each time i try to install it my server gets stucking on "waiting for server to authenticate" and i can see that the server is not connecting to the hive. the RPT file has also be pretty useless. anyone have any ideas?

RPT in spoiler tag



=====================================================================
== E:\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/06/08 17:18:00
Current time:  2015/06/13 19:49:16

Version 1.63.125548
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:20 Server error: Player without identity TheAgain (id 805894608)
19:50:25 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
19:50:31 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
19:50:31 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
19:50:31 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
19:50:31 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
19:50:37 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
19:50:37 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
19:50:38 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
19:50:38 "DayZ Epoch: MPframework inited"
19:50:40 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:40 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:59 "Admin Tools: config.sqf loaded"
19:50:59 "Admin Tools: variables.sqf loaded"
19:50:59 "Res3tting B!S effects..."
19:51:00 "HIVE: Starting"
19:51:00 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852

 What does Client rtp show ?

 

in - users/youname/AppData/Local/Arma2OA/ArmA2OA.RPT

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Hey guys whenever i start up my server i get the "Resource Title ZSC_Money_Display not found" and i am able to join but nobody is is able to join becuase all i see is the loading screen but you hear youreself walking around. so idk doesn any1 have a fix?

 Check this link might help 

 

You have added this at the bottom befroe the last }; in class RscTitles -section

 

};

#include "ZSC\config\ZSChud.hpp"

};

#include "ZSC\config\ZSCdefines.hpp"

#include "ZSC\config\ZSCdialogs.hpp"

all other ,hpp under here etc

all other ,hpp under here etc

all other ,hpp under here etc

all other ,hpp under here etc

all other ,hpp under here etc

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Hi everyone, I have installed this script for my Dayz Overpoch server on the map Chernarus. Everything worked fine except you can not access the trader menus. It just gives you the option the give the traders money. Does anyone know how to fix this? Thanks for help!

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