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EPDs Mega Release Thread (Update 27.01 AI Sites + NWAF Trader)

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EDP these scripts are awesome thanks a lot man! I don't really know anything about scripting but was able to create the buildings file, add the scripts I want, and execute them. Problem Im having is that the traders are cloned, as a previous person had happen. How do I fix this?? I added one execute command for each trader in my init.sqf, is that wrong?

 

Thanks again!

yea where in the instructions did you see it mention doing anything in the mission? Post your init.sqf I gotta see exactly what you mean by adding one execute command for each trader.

 

If you called them twice, either twice in the mission pbo, twice in the server pbo, or once in the mission and once in the server, they'll duplicate.

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Okay I will call them server side, my mistake I didn't see the instructions. I put each one into a building folder in the mission pbo and then I added an executevm under //mod config in my int.sqf. I though I was doing it correctly because they showed up, but the I noticed the traders. Also when I shot the crates the would duplicate over and over....pretty interesting. My server is down, going to install backup and follow instructions. I use survival servers and it seems like they have trouble on their end as well. I downloaded my backup pbos in and sometimes it still doesn't work....thanks for the replies, I will post back results.

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In the instructions it doesn't specifically say where I should add the execute line in the init.sqf, I put it at the very bottom but guessing it must need to go earlier because my server wont authenticate

the only thing the instructions mention about the init.sqf, is for the markers to show up on your map. the traders go in your server PBO

 

and you can call the markers at the very bottom of your init.sqf if you want. Maybe under the dedicated section. Honestly you should just add them to your mission.sqm like all of the other markers. If you open your mission sqm and search for markers, you'll see how the Stary Trader City markers and Bash etc are added. You can literally copy one of those. Change the names and the coords, and then change the number at the top to whatever the total number of markers is. Just keep in mind the markers start counting at zero.. so even though you've just added (making this number up) marker 7, at the top where it says items =   it would be

items=8;

because 0-7 is actually 8 total.

 

here's a snippet of my markers section in my mission.sqm, hope it gives you an idea.

class Markers
    {
        items=29;
        class Item0
        {
            position[]={7839.6055,381.33774,8414.7324};
            name="center";
            type="Empty";
        };
        class Item1
        {
            position[]={-7245.377,365.98782,19535.367};
            name="respawn_west";
            type="Empty";
        };
        class Item2
        {
            position[]={4932.3345,0.39950246,1989.1094};
            name="spawn0";
            type="Empty";
        };
        class Item3
        {
            position[]={2236.0391,0.63119155,1923.3735};
            name="spawn1";
            type="Empty";
        };
        class Item4
        {
            position[]={8738.1328,0.45720705,2122.1082};
            name="spawn2";
            type="Empty";
        };
        class Item5
        {
            position[]={10909.267,0.57597214,2422.3096};
            name="spawn3";
            type="Empty";
        };
        class Item6
        {
            position[]={13510.764,0.44504455,5249.3027};
            name="spawn4";
            type="Empty";
        };
        class Item7
        {
            position[]={6326.4805,304.99265,7809.4888};
            name="Tradercitystary";
            text="Trader City Stary";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item8
        {
            position[]={4205.4,0.002,2339.8};
            name="wholesaleSouth";
            text="Wholesaler";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item9
        {
            position[]={13532.614,3.0083523,6355.9497};
            name="boatTraderEast";
            text="Wholesaler";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item10
        {
            position[]={7989.3354,0.30462033,2900.9946};
            name="BoatDealerSouth";
            text="Boat Dealer";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item11
        {
            position[]={12040.6, 0.001, 12675.4};
            name="AirVehicles";
            text="Aircraft Dealer";
            type="mil_dot";
            colorName="ColorKhaki";
        };
        class Item12
        {
            position[]={1612.89,0.001,7767.72};
            name="BanditDen";
            text="Bandit Den";
            type="mil_dot";
            colorName="ColorRed";
        };
        class Item13
        {
            position[]={11447.91,317.27109,11364.536};
            name="Klen";
            text="Trader City Klen";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item14
        {
            position[]={13441.16,1.1406164,5429.3013};
            name="BoatDealerEast";
            text="Boat Dealer";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item15
        {
            position[]={4064.2258,365.13501,11665.938};
            name="TradercityBash";
            text="Trader City Bash";
            type="mil_dot";
            colorName="ColorBlack";
        };
        class Item16
        {
            position[]={12944.227,210.19823,12766.889};
            name="HeroTrader";
            text="Hero Camp";
            type="mil_dot";
            colorName="ColorBlue";
        };
        class Item17
        {
            position[]={5054.0127,14.798248,9736.8398};
            name="AirVehicles";
            text="Aircraft Dealer";
            type="mil_dot";
            colorName="ColorKhaki";
        };
        class Item18
        {
            position[]={4669.7114,6.1035156e-005,11959.103};
            name="Villa";
            text="The Villa";
            type="mil_dot";
            colorName="ColorBrown";
        };
        class Item19
        {
            position[]={7620.08,0.002,5370.81};
            name="spawn5";
            type="Empty";
        };
        class Item20
        {
            position[]={2385.04,0.002,6336.13};
            name="spawn6";
            type="Empty";
        };
        class Item21
        {
            position[]={11198.2,0.002,6445.32};
            name="spawn7";
            type="Empty";
        };
        class Item22
        {
            position[]={8497.78,0.001,11890.8};
            name="spawn8";
            type="Empty";
        };
        class Item23
        {
            position[]={2822.64,0.002,10123.3};
            name="spawn9";
            type="Empty";
        };
        class Item24
        {
            position[]={10718.305,0.08173535,5675.5303 };
            name="Banker1";
            text="Banker";
            type="mil_dot";
            colorName="ColorGreenAlpha";
        };
        class Item25
        {
            position[]={6221.2905,0.079633094,4625.8779};
            name="Banker2";
            text="Banker";
            type="mil_dot";
            colorName="ColorGreenAlpha";
        };
        class Item26
        {
            position[]={3348.04,0.001,5300.36};
            name="Banker3";
            text="Banker";
            type="mil_dot";
            colorName="ColorGreenAlpha";
        };
        class Item27
        {
            position[]={8696.0078,0.001,13347.706};
            name="Banker4";
            text="Banker";
            type="mil_dot";
            colorName="ColorGreenAlpha";
        };
        class Item28
        {
            position[]={2303.8218,0.001,9635.6641};
            name="LopatinoTrader";
            text="Lopatino Traders";
            type="mil_dot";
            colorName="ColorBlack";
        };
    };

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Sorry, again Ive never experienced any type of scripting before. I meant to ask where to put the line execvm "\z\addons\dayz_server\buildings\execution.sqf. Thanks a lot for the responses.

 

I don't know where to put that line in the server functions sqf.

 

If Im still blowing it I will post my files and show you what im doing, off to work for now.

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Sorry, again Ive never experienced any type of scripting before. I meant to ask where to put the line execvm "\z\addons\dayz_server\buildings\execution.sqf. Thanks a lot for the responses.

 

I don't know where to put that line in the server functions sqf.

 

If Im still blowing it I will post my files and show you what im doing, off to work for now.

at the very bottom of the file. The very last line.

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KillKillKill, try this (of course you have to put your coords there, its just an example):

// partol coords, spawn pos, radius patrol, steps, vehicle, skill level, unit class name, hero or bandit

 

UH1H version, armed with M240
[[16408.299, 18421.068,0],[19000,19500,150],1800,10,"UH1H_DZ","Random","Random","Bandit"] spawn heli_patrol;

Chinook version, armed with M134
[[18320.824, 2210.240,0],[100,100,100],1800,10,"CH_47F_EP1","Random","Random","Hero"] spawn heli_patrol;

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I've made few AI bases on Cherno and Napf, and to spawn units/static guns/partols/paratroopers im using only "default.sqf" file located in "static" folder.

 

Below you have an examples of paradrops:

 

[[911.21545,4532.7612,2.6292224],[10,10,200],400,"UH1H_DZ",5,"Random","Random",4,"Random","Bandit2_DZ","Random","Bandit",true] spawn heli_para;

[[911.21545,4532.7612,2.6292224],[10,10,200],400,"UH1H_DZ",5,"extreme",["Random","at"],4,"Random","Bandit2_DZ","Random","Hero",true] spawn heli_para;

 

description:

        [911.21545,4532.7612,2.6292224],    // Position that units will be dropped by
        [10,10,200],                            // Starting position of the heli
        400,                                // Radius from drop position a player has to be to spawn chopper
        "UH1H_DZ",                            // Classname of chopper (Make sure it has 2 gunner seats!)
        5,                                    // Number of units to be para dropped
        "Random",                            // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
        4,                                    // Number of magazines
        "Random",                            // Backpack classname, use "Random" or classname here
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set.
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        true                                // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.

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So I feel like I followed the directions but my server will not authenticate.

 

Could someone look at my things for me?

 

Execution file

 

/*
===============================================
        buildings execution    
===============================================
*/
// Trader Cities
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\StaroyeTrader.sqf";

// Custom Map Addons
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\neaf.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\nwaf.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\Secretairfield.sqf";

 

This is the execute line at the bottom of my server_functions sqf

execVM "\z\addons\dayz_server\buildings\execution.sqf";

 

My buildings folders consists of the sqf files, execution neaf nwaf Secretairfield and StaroyeTrader.

 

When I try to load in I get "waiting for server to start authentication. I added the marker as well for staroye mission side, if you need to see it let me know. I know some of these arent from this posts BUT if i put them mission side they all work. Why cant I authenticate when installing things server side???

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So I feel like I followed the directions but my server will not authenticate.

 

Could someone look at my things for me?

 

Execution file

 

/*

===============================================

        buildings execution    

===============================================

*/

// Trader Cities

call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\StaroyeTrader.sqf";

// Custom Map Addons

call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\neaf.sqf";

call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\nwaf.sqf";

call compile preprocessFileLineNumbers "\z\addons\dayz_server\buildings\Secretairfield.sqf";

 

This is the execute line at the bottom of my server_functions sqf

execVM "\z\addons\dayz_server\buildings\execution.sqf";

 

My buildings folders consists of the sqf files, execution neaf nwaf Secretairfield and StaroyeTrader.

 

When I try to load in I get "waiting for server to start authentication. I added the marker as well for staroye mission side, if you need to see it let me know. I know some of these arent from this posts BUT if i put them mission side they all work. Why cant I authenticate when installing things server side???

what does your RPT say?

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I noticed that on the marker settings you just have two different number settings? Do these go with the other markers I have ingame or do these need to be entered somewhere else? Reason why I ask is that all my other markers have three different number settings.

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I noticed that on the marker settings you just have two different number settings? Do these go with the other markers I have ingame or do these need to be entered somewhere else? Reason why I ask is that all my other markers have three different number settings.

can you give an example of what you're talking about? Are you talking about world position coordinates for a map marker? Technically, I don't think you need 3 sets of numbers (x,y,z) because the map is 2 dimensional and you dont need to set the marker a certain height above sea level.

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Thanks DangerRuss, I figured it out, didn't know about the spoiler in the first post til I looked back at a few other pages.

I have installed the two AI Prison and the AI Constuction on my server. I placed the WAI setup in WAI/static/chernarus.sqf under Place your custom group spawns below but the WAI are not showing up. Does anyone know where exactlly I need to place these setups?

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Thanks DangerRuss, I figured it out, didn't know about the spoiler in the first post til I looked back at a few other pages.

I have installed the two AI Prison and the AI Constuction on my server. I placed the WAI setup in WAI/static/chernarus.sqf under Place your custom group spawns below but the WAI are not showing up. Does anyone know where exactlly I need to place these setups?

 

It depends on your config file.

Jki19xZ.jpg

 

If you have custom_per_world = true then place settings in chernarus.sqf

If you are running single server then make it false and place settings in default.sqf

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I got Lopatino and Staroye in, looks great but the traders dont actually function as well as they arent safezones. Any ideas?

Like I explained in the PM, you have to make sure the ai classnames in the server_traders.sqf match the ai classnames in the files he gives you

 

Safe zones are dependent on either the safe zone script, where you define the coordinates and the radius of the safe zones, or it automatically recognizes the safe zone sensors in your mission.sqm and uses those, or both.

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      That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
      A: mr. no_name
      In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
      ---
      Q: mr. yeahBUT
      Alright... what's that flag with name? I don't want to expose player name!
      A: mr. no_name
      It's up to you again. You can configure all about player marker using these variables:
      iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
      Q: mr. yeahBUT
      ok... yeah, but it's too bad to expose player by setting marker on his position...
      A: mr. no_name
      You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
      iben_wai_ACmarkerRange = 400; ---
      Q: mr. yeahBUT
      cool... so why not create flag object to be visible close mission? Cool idea, huh?
      A: mr. no_name
      yeah, sure it is :) You can use these variables:
      iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
      ---
      Q: mr. yeahBUT
      How will player know about claiming is happening?
      A: mr. no_name
      You can enable message system and let player know. Just use bellow variable and install client side files: 
      iben_wai_ACplayerMsg = true; ---
      Q: mr. yeahBUT
      Yeah, but... still. Why should all players force to read useless msg that are not about them?
      Also... that's server resources waste to broadcoast so many msgs...!
      A: mr. no_name
      Actually msg is private. Only player involved is informed and can see the msg.
      ---
      Q: mr. yeahBUT
      Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
      I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
      A: mr. no_name
      You can use bellow variable and set it to some reasonable value in seconds.
      That gives passing by players enough time to decide to stay or leave claiming area.
      iben_wai_ACsafeClaimDelay = 60; ---
      Q: mr. yeahBUT
      Too many troubles... what about players in bases?
      A: mr. no_name
      Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
      This way you can force autoclaim system to ignore these players.
      iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
      Q: mr. yeahBUT
      Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
      A: mr. no_name
      As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
      If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
      That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
      You can set some reasonable time for timeout in seconds:
      iben_wai_ACtimeout = 300; ---
      Q: mr. yeahBUT
      What about my admins? I don't want them to claim missions just because they are helping inside zone...
      A: mr. no_name
      Yeah, got it. You can exclude your admins from system:
      iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
      Q: mr. yeahBUT
      Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
      A: mr. no_name
      Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
      iben_wai_ACexcludedTypes = ["patrol"]; ---
      Q: mr. yeahBUT
      Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
      I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
      What about other players? And what about player or better players in vehicle?
      You will not be able to sort them out and it's gonna be chaos!
      A: mr. no_name
      Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
      This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
      It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
      n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
      But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
      **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
      so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
      and next player in list takes his place - there are no `dead souls in list`).
      ---
      Q: mr. yeahBUT
      OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
      A: mr. no_name
      Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
      and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
      According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
      BTW: you can add some debug logs to loop critical points and see the result.
      ---
      Q: mr. yeahBUT
      ...yeah, but I can imagine how installation is gonna be difficult...
      A: mr. no_name
      Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
      ---
      Q: mr. yeahBUT
      That's all you can say about installation??? Are you serious??
      A: mr. no_name
      No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
      If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
      iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
      Q: mr. yeahBUT
      Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
      A: mr. no_name
      :( ... I know... bye...
      ===
      Later in time...
      ===
      Q: mr. yeahBUT
      Hey! IWAC is now part of WAI by default?
      A: mr. no_name
      Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
      ---
      Q: mr. yeahBUT
      I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
      A: mr. no_name
      Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
       If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
      Now, what is important:
      'iben_wai_ACcoordProtectorTimer' gvar means:
      "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
      (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
      Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
      The end.
      ===
      Showcase:
      ===
      IWAC - private server msgs, map markers, status, respawn:
      ===
      ===
      IWAC - multiple claiming protection, exclude plotpole area option:
      ===
      ===
      That's all I've got... enjoy, have fun...
      Cheers...
      ===
    • By totis
      Hi,
      I want a script that autoclaims a mission ,with player's name next to mission's name, by the first person who goes closer than 1000m from center of mission.
      Can someone helps me with this?
      Tnx
    • By totis
      Hi.
      Im a newby server owner and i want some help with some rpt errors i see.
      Basically my missions start and after 2-3 hours stop spawning new ones
      Any help would be appreciated
      here is an error i see often:
      13:41:10 Error in expression <;
      _activatingPlayer =  _this select 4;
      if(_donotusekey) then {
      _isOK = true;
      } >
      13:41:10   Error position: <if(_donotusekey) then {
      _isOK = true;
      } >
      13:41:10   Error if: Type String, expected Bool
      13:41:10 File z\addons\dayz_server\compile\server_publishVehicle2.sqf, line 11
      Can someone help me out?
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