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Requesting help with door management


Th3-Hunter333

Question

Im running a fairly new server on napf epoch and am wanting a little help with one script. Door management by zupa
The issue is simple but i cant seem to fix it by any means at all.

The script works perfectly fine when i first load into the server, until we restart the server and then we are no longer able to access the door/manage it/unlock it.
Any help would be greatly appreciated and would love to hear from anyone.

Ive reinstalling the script many times and have  triple checked every single time that i did the server side of the script correctly (server_updateobject and server monitor)
 this is on a test server based off my home system where i am testing out plot for life 2.34, snap building pro, vector building, and door management (these are the only scripts installed on it)

The only thing holding me back is the fact that door management is not working after a server restart.
 
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I have cleared both logs and will paste both of them for you here, thanks a bunch mate.

 

Client side rpt logs

=====================================================================
== H:\Windows Game Files Backup (Origin&Steam)\SteamLibrary\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe
== "H:\Windows Game Files Backup (Origin&Steam)\SteamLibrary\steamapps\common\Arma 2 Operation Arrowhead\ArmA2OA.exe"  "-mod=H:\Windows Game Files Backup (Origin&Steam)\SteamLibrary\steamapps\common\Arma 2;Expansion;H:\Windows Game Files Backup (Origin&Steam)\SteamLibrary\steamapps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch1051;"
=====================================================================
Exe timestamp: 2015/04/26 17:40:37
Current time:  2015/07/22 18:28:51
 
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/
Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
Strange convex component288 in warehouse\models\warehouse.p3d:geometry
Strange convex component289 in warehouse\models\warehouse.p3d:geometry
Strange convex component290 in warehouse\models\warehouse.p3d:geometry
Strange convex component291 in warehouse\models\warehouse.p3d:geometry
Strange convex component292 in warehouse\models\warehouse.p3d:geometry
Strange convex component293 in warehouse\models\warehouse.p3d:geometry
Strange convex component294 in warehouse\models\warehouse.p3d:geometry
Strange convex component295 in warehouse\models\warehouse.p3d:geometry
Strange convex component296 in warehouse\models\warehouse.p3d:geometry
Strange convex component297 in warehouse\models\warehouse.p3d:geometry
Strange convex component298 in warehouse\models\warehouse.p3d:geometry
Strange convex component299 in warehouse\models\warehouse.p3d:geometry
Strange convex component300 in warehouse\models\warehouse.p3d:geometry
Strange convex component301 in warehouse\models\warehouse.p3d:geometry
Strange convex component302 in warehouse\models\warehouse.p3d:geometry
Strange convex component303 in warehouse\models\warehouse.p3d:geometry
Strange convex component304 in warehouse\models\warehouse.p3d:geometry
Strange convex component305 in warehouse\models\warehouse.p3d:geometry
Strange convex component306 in warehouse\models\warehouse.p3d:geometry
Strange convex component307 in warehouse\models\warehouse.p3d:geometry
Strange convex component308 in warehouse\models\warehouse.p3d:geometry
Strange convex component309 in warehouse\models\warehouse.p3d:geometry
Strange convex component310 in warehouse\models\warehouse.p3d:geometry
Strange convex component311 in warehouse\models\warehouse.p3d:geometry
Strange convex component312 in warehouse\models\warehouse.p3d:geometry
Strange convex component313 in warehouse\models\warehouse.p3d:geometry
Strange convex component314 in warehouse\models\warehouse.p3d:geometry
Strange convex component315 in warehouse\models\warehouse.p3d:geometry
Strange convex component316 in warehouse\models\warehouse.p3d:geometry
Strange convex component317 in warehouse\models\warehouse.p3d:geometry
Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
2nd UV set needed, but not defined in ReportStack not available
Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
Addon glt_bh_wreck (entry GLT_UH60_NAVY_Wreck) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
glt_bh_wreck
Addon glt_bh_wreck (entry GLT_UH60_NAVY_Wreck) not found in the list of active addons.
Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
glt_bh_wreck
UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
UH1Y_DZE: ObsGun - unknown animation source ObsGun
AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
Fresnel k must be >0, given n=0.8,k=0
Fresnel k must be >0, given n=0.8,k=0
"DEBUG: loadscreen guard started."
"Res3tting B!S effects..."
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
"PLAYER RESULT: true"
ca\misc\houpacka.p3d: house, config class missing
ca\misc\houpacka.p3d: house, config class missing
"PLOGIN: Login loop completed!"
"infiSTAR.de - randvar26 created (16.53)"
"infiSTAR.de - randvar1 started (16.659)"
"infiSTAR.de - randvar1 created randvar27a (16.859)"
"infiSTAR.de - 08-04-2015-v1401 - Successfully Loaded on Client ID428 (16.859)"
"infiSTAR.de - randvar1 created randvar27 (16.859)"

 
Server side rpt logs

 
 
=====================================================================
== C:\Users\Th3-Hunter333\Desktop\My test server epoch\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_24_Napf\config.cfg" "-cfg=instance_24_Napf\basic.cfg" "-profiles=instance_24_Napf" -name=instance_24_Napf "-mod=@DayZ_Epoch1051;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/04/26 17:40:40
Current time:  2015/07/22 18:28:32
 
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/
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:01 Server error: Player without identity [R4GE]Th3-Hunter333 (id 37884848)
18:30:07 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:07 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
18:30:16 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
18:30:20 ca\misc\houpacka.p3d: house, config class missing
18:30:20 ca\misc\houpacka.p3d: house, config class missing
18:30:21 ca\misc\houpacka.p3d: house, config class missing
18:30:26 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
18:30:26 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
18:30:27 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
18:30:27 "DayZ Epoch: MPframework inited"
18:30:28 "infiSTAR.de - Waiting for BIS_fnc_init..."
18:30:28 Error in expression <argo _object,
getBackpackCargo _object
 
_object getVariable["bankMoney",0]
];
};>
18:30:28   Error position: <_object getVariable["bankMoney",0]
];
};>
18:30:28   Error Missing ]
18:30:28 File z\addons\dayz_server\compile\server_updateObject.sqf, line 75
18:30:28 Error in expression <argo _object,
getBackpackCargo _object
 
_object getVariable["bankMoney",0]
];
};>
18:30:28   Error position: <_object getVariable["bankMoney",0]
];
};>
18:30:28   Error Missing ]
18:30:28 File z\addons\dayz_server\compile\server_updateObject.sqf, line 75
18:30:28 "infiSTAR.de - BIS_fnc_init done - AntiHack STARTING...!"
18:30:28 Warning Message: Script low_admins.sqf not found
18:30:28 Warning Message: Script normal_admins.sqf not found
18:30:28 Warning Message: Script super_admins.sqf not found
18:30:28 Warning Message: Script blacklist.sqf not found
18:30:28 "infiSTAR.de - iproductVersion: 08-04-2015-v1401 | Server productVersion: ["ArmA 2 OA","ArmA2OA",163,125548] | worldName: Napf | dayz_instance: 24 | missionName: DayZ_Epoch_24"
18:30:28 "infiSTAR.de - _fnc_RandomGen: {
_abc = ['z','y','x','w','v','u','t','s','r','q','p','o','n','m','l','k','j','i','h','g','f','e','d','c','b','a'];
_gen = _abc select (random ((count _abc)-1));
_arr = ['G','C','A','C','M','C','e','r','n','1','x','x','Q','x','k','v','o','Z','H','j','Z','2','1','F','D','H','3','A','x','b'];
for '_i' from 0 to (8+(round(random 3))) do {_gen = _gen + str(round(random 9)) + (_arr select (random ((count _arr)-1)));};
_gen
}"
18:30:28 "infiSTAR.de - _simple: e3x4A1H5k416o7x8H3M0n8e6M"
18:30:28 "infiSTAR.de - _dialogIds: s6G3Q8H1H9n3G4e4C5x6x"
18:30:28 "infiSTAR.de - _badtxts: j5o5k1H3M5C3Z3n4A5e3x1A3H"
18:30:28 "infiSTAR.de - _randvar1: u1H8r2r3H133o1o7C7e4b2j6n"
18:30:28 "infiSTAR.de - _randvar2: x4o02436x4D8e7e1C6x7F63"
18:30:28 "infiSTAR.de - _randvar0: b2v6H1A0v2j5n7r9H6e5o2C"
18:30:28 "infiSTAR.de - _randvar3: c3r5Q8b4x6n6D6x728C2C6F33"
18:30:28 "infiSTAR.de - _randvar4: t5A7x4Z8x6C6F4D1C8G"
18:30:28 "infiSTAR.de - _randvar5: h6k3H0x4v6b1j332k2v3H"
18:30:28 "infiSTAR.de - _randvar6: v3Z6n2o4C5v1Z724G2n"
18:30:28 "infiSTAR.de - _randvar8: l6Q312x2b0Q5o7C3A1n1A"
18:30:28 "infiSTAR.de - _randvar11: r8C427x1A2A5k0H5Z1C5v"
18:30:28 "infiSTAR.de - _randvar12: t2n5H1j1x1H534x5A71118Q1n"
18:30:28 "infiSTAR.de - _randvar13: k2o9r721Z738Q5e6x9x"
18:30:28 "infiSTAR.de - _randvar19: i339C818M3o4x2F517C311C"
18:30:28 "infiSTAR.de - _randvar20: n7x7Z1n8M7D21214e5H4C6C"
18:30:28 "infiSTAR.de - _randvar21: w0A1H2G3Z2e8C6M7Z7A8x7e5o"
18:30:28 "infiSTAR.de - _randvar27: k426C53227D4v13214j1r6F"
18:30:28 "infiSTAR.de - _randvar26: x214x6o5x1x6F2e4b5C"
18:30:28 "infiSTAR.de - _randvar25: j0x4n5H3o916Z2k2x5C5b3x8n"
18:30:28 "infiSTAR.de - _randvar28: b5x3Q4v3M5M4Z716Z7x7Z1C"
18:30:28 "infiSTAR.de - _randvar29: v6Z3x3H7C7C9C7C0F2C8C5n"
18:30:28 "infiSTAR.de - _randvar30: c2Z7x1C124Q6Q3j0e3n1e"
18:30:28 "infiSTAR.de - _randvar31: p0x3x6Q4r4r5v5Q7Z13"
18:30:28 "infiSTAR.de - _randvar32: z4C7H4A3e325A7x834C6v8j92"
18:30:28 "infiSTAR.de - _randvar33: f9k2D036o3Q2C3j8Z1j"
18:30:28 "infiSTAR.de - _randvar34: s7e5j2j8x8A6A51119r1Q1n7Q"
18:30:28 "infiSTAR.de - _randvar35: i1M5x4r3Q4r3x6H9M2v6C"
18:30:28 "infiSTAR.de - _randvar36: p5C5A0A711Z8C919x5191"
18:30:28 "infiSTAR.de - _randvar37: p4v6v4r3o3D6D5x4C421j"
18:30:28 "infiSTAR.de - _randvar38: v8D5H8H3A814o7v2v7x41"
18:30:28 "infiSTAR.de - _randvar39: b5C2Z2b5H626k4x7n2H"
18:30:28 "infiSTAR.de - _randvar40: v2C1Z221n4r5o6x8Q8C2A"
18:30:28 "infiSTAR.de - _fnc_handlerandvar10: a1D115x430j814x7r827H"
18:30:28 "infiSTAR.de - _remark: q0n7H5C2r5A5e4x0o3x9e"
18:30:28 "infiSTAR.de - _AHpos: i0x3x5H7Z615M5n8x3v5r1j"
18:30:28 "infiSTAR.de - _loadedcheckpos: k732k9F237e1x7H3C5C"
18:30:28 "infiSTAR.de - _loadedchecktime: y5H5A911M4A2G5A4x6j"
18:30:28 "infiSTAR.de - _MenuChecksRunningx: i7A1j0j6x5n1e7Z8Z2r215o1x"
18:30:28 "infiSTAR.de - _oneachframe: s9C4H3b511n2r4Z8b1j5v"
18:30:28 "infiSTAR.de - _bigpubvar: s3M5k525F9x6F9C7A3n8k"
18:30:28 "infiSTAR.de - _anotherloop: y5H2x4x2H628C8x5x1v5Z"
18:30:28 "infiSTAR.de - _clientoncetwo: s7C2v5G9x6C2v0x2H3j2D"
18:30:28 "infiSTAR.de - _lastUnlock: r6v7C7M4x3e6Z8e8H718F"
18:30:28 "infiSTAR.de - _AdminReqCheck: y1C4C4e6r2C2j6e725k2A"
18:30:28 "infiSTAR.de - _antidupeCheckVar: l6x8Q5C0Z8H3j8C1o6A"
18:30:28 "infiSTAR.de - _antidupePVCheckVar: PVAHR_0_s61336D5v2H4Z5A2v4C1x2j"
18:30:28 "infiSTAR.de - _antidupePVResVar: PVAHR_0_o3x1Z5D3x9C735x6C4C1C0n"
18:30:28 "infiSTAR.de - _randvar42810: PVAHR_0_b3C6A4A4e1F510v2H1k21"
18:30:28 "infiSTAR.de - AntiHack LOADED!"
18:30:28 "infiSTAR.de - CREATING AdminMenu"
18:30:28 "infiSTAR.de - ADDING PublicVariableEventHandlers"
18:30:28 "infiSTAR.de - AntiHack FULLY LOADED"
18:30:29 ca\misc\houpacka.p3d: house, config class missing
18:30:33 ca\misc\houpacka.p3d: house, config class missing
18:30:36 ca\misc\houpacka.p3d: house, config class missing
18:30:36 ca\misc\houpacka.p3d: house, config class missing
18:30:38 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
18:30:38 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
18:30:38 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
18:30:38 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
18:30:40 ca\misc3\wf\wf_depot.p3d: house, config class missing
18:30:40 ca\misc3\wf\wf_depot.p3d: house, config class missing
18:30:40 ca\misc3\wf\wf_depot.p3d: house, config class missing
18:30:44 ca\misc\houpacka.p3d: house, config class missing
18:30:44 ca\misc\houpacka.p3d: house, config class missing
18:30:46 ca\misc\houpacka.p3d: house, config class missing
18:30:46 ca\misc\houpacka.p3d: house, config class missing
18:30:46 ca\misc\houpacka.p3d: house, config class missing
18:30:46 ca\misc\houpacka.p3d: house, config class missing
18:30:50 ca\misc\houpacka.p3d: house, config class missing
18:30:52 ca\structures\house\housev\housev_2l_dam_ruins.p3d: house, config class missing
18:30:53 "Res3tting B!S effects..."
18:30:54 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
18:30:57 "HIVE: Starting"
18:30:57 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
glt_bh_wreck
18:30:57 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
glt_bh_wreck
18:30:57 "HIVE: trying to get objects"
18:30:58 "HIVE: found 384 objects"
18:30:58 "HIVE: Commence Object Streaming..."
18:30:58 "HIVE: got 1 Epoch Objects and 383 Vehicles"
18:31:02 "infiSTAR.de - Player-Log: [R4GE]Th3-Hunter333(76561198052276084) - 0h 00min | ******ADMIN******"
18:31:25 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
18:31:25 UH1Y_DZE: ObsGun - unknown animation source ObsGun
18:31:36 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
18:31:36 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
18:31:48 "HIVE: Spawning # of Vehicles: 123"
18:31:48 "HIVE: Spawning # of Debris: 500"
18:31:48 "HIVE: Spawning # of Ammo Boxes: 15"
18:31:48 "HIVE: Spawning # of Veins: 100"
18:31:49 "Total Number of spawn locations 11"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:49 "DEBUG: unable to find suitable vehicle to spawn"
18:31:50 "DEBUG: Too many at [10361.2,7327.94]"
18:31:52 "DEBUG: Too many at [7202.92,5308.91]"
18:31:58 "DEBUG: Too many at [6134.77,10573.3]"
18:32:07 "DEBUG VEIN: Too many objects at [15063.1,6850.69]"
18:32:10 "DEBUG VEIN: Too many objects at [15066.8,6853.51]"
18:32:10 "DEBUG: Too many at [2310.6,8434.61]"
18:32:11 "DEBUG VEIN: Too many objects at [10445.7,15869.8]"
18:32:12 "EPOCH EVENTS INIT"
18:32:19 "infiSTAR.de PlayerConnected: ["76561198052276084","[R4GE]Th3-Hunter333"]"
18:32:19 "infiSTAR.de PlayerConnected: ["","__SERVER__"]"
18:32:21 Server: Object 3:10 not found (message 94)
18:32:21 "TIME SYNC: Local Time set to [2013,8,3,13,32]"
18:32:37 "infiSTAR.de fnc_AdminFirstReq: [1234,B 1-1-C:1 ([R4GE]Th3-Hunter333) REMOTE,"76561198052276084"]"
18:32:37 "infiSTAR.de ******ADMIN-LOGIN******: [R4GE]Th3-Hunter333(76561198052276084)"
18:32:37 "infiSTAR.de fnc_AdminReqProceed: [1234,B 1-1-C:1 ([R4GE]Th3-Hunter333) REMOTE,"76561198052276084"]"
18:32:48 "infiSTAR.de Log: DOOR UNLOCK ATTEMPT: ID:407 UID:0 BY [R4GE]Th3-Hunter333(76561198052276084) @081038 Code Entered: 000 | Correct Code: 615"
18:32:51 "infiSTAR.de Log: [R4GE]Th3-Hunter333 (76561198052276084) | Dialog opened - Ids found: [-1,0,8,12,18,24,46,55,63,70,106,129,3030]"
18:32:51 "["PVAHR_0_b3C6A4A4e1F510v2H1k21",["[R4GE]Th3-Hunter333","76561198052276084","SLOG_EC",[68,105,97,108,111,103,32,111,112,101,110,101,100,32,45,32,73,100,115,32,102,111,117,110,100,58,32,91,45,49,44,48,44,56,44,49,50,44,49,56,44,50,52,44,52,54,44,53,53,44,54,51,44,55,48,44,49,48,54,44,49,50,57,44,51,48,51,48,93]]]"
18:32:53 "infiSTAR.de PVAH_WriteLog: B 1-1-C:1 ([R4GE]Th3-Hunter333) REMOTE   [R4GE]Th3-Hunter333 G_o_d ON"
18:32:57 "infiSTAR.de Log: DOOR UNLOCK ATTEMPT: ID:407 UID:0 BY [R4GE]Th3-Hunter333(76561198052276084) @081038 Code Entered: 000 | Correct Code: 615"
18:35:40 "CLEANUP: INITIALIZING CLEANUP SCRIPT"

 
Since i saw that error i will post the server_updateobject sqf as well if it helps, thanks again mate

/*
[_object,_type] spawn server_updateObject;
*/
private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];
 
_object = _this select 0;
 
if(isNull(_object)) exitWith {
diag_log format["Skipping Null Object: %1", _object];
};
 
_type = _this select 1;
_parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC"));
_isbuildable = (typeOf _object) in dayz_allowedObjects;
_isNotOk = false;
_firstTime = false;
 
_objectID = _object getVariable ["ObjectID","0"];
_uid = _object getVariable ["ObjectUID","0"];
 
if ((typeName _objectID != "string") || (typeName _uid != "string")) then
    diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
    //force fail
    _objectID = "0";
    _uid = "0";
};
if (!_parachuteWest && !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
    _isNotOk = true;
};
};
 
// do not update if buildable && not ok
if (_isNotOk && _isbuildable) exitWith {  };
 
// delete if still not ok
if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
 
 
_lastUpdate = _object getVariable ["lastUpdate",time];
_needUpdate = _object in needUpdate_objects;
 
// TODO ----------------------
_object_position = {
private["_position","_worldspace","_fuel","_key"];
_position = getPosATL _object;
_worldspace = [
round(direction _object),
_position
];
_fuel = 0;
if (_object isKindOf "AllVehicles") then {
_fuel = fuel _object;
};
_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
 
_object_inventory = {
_isNormal = true;
if (typeOf (_object)in DZE_DoorsLocked) then{
_isNormal = false;
_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
};
 
if(_isNormal)then {
_inventory = [
getWeaponCargo _object,
getMagazineCargo _object,
getBackpackCargo _object
// zsc
_object getVariable["bankMoney",0]
];
};
 
// zsc
_object getVariable["bankMoney",0]
_previous = str(_object getVariable["lastInventory",[]]);
if (str(_inventory) != _previous) then {
_object setVariable["lastInventory",_inventory];
if (_objectID == "0") then {
_key = format["CHILD:309:%1:%2:",_uid,_inventory];
} else {
_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
};
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
};
 
_object_damage = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
_damage = damage _object;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_object setHit ["_selection", _hit];
} count _hitpoints;
 
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
};
 
_object_killed = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
//_damage = damage _object;
_damage = 1;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_hit = 1;
_object setHit ["_selection", _hit];
} count _hitpoints;
 
if (_objectID == "0") then {
_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
} else {
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
};
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
if ((count _this) > 2) then {
_killer = _this select 2;
_charID = _object getVariable ['CharacterID','0'];
_objID = _object getVariable['ObjectID','0'];
_objUID = _object getVariable['ObjectUID','0'];
_worldSpace = getPosATL _object;
if (getPlayerUID _killer != "") then {
_name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; };
diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)];
} else {
diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace];
};
};
};
 
_object_repair = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
_damage = damage _object;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_object setHit ["_selection", _hit];
} count _hitpoints;
 
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
};
// TODO ----------------------
 
_object setVariable ["lastUpdate",time,true];
switch (_type) do {
case "all": {
call _object_position;
call _object_inventory;
call _object_damage;
};
case "position": {
if (!(_object in needUpdate_objects)) then {
//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];
needUpdate_objects set [count needUpdate_objects, _object];
};
};
case "gear": {
call _object_inventory;
};
case "damage": {
if ( (time - _lastUpdate) > 5) then {
call _object_damage;
} else {
if (!(_object in needUpdate_objects)) then {
//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];
needUpdate_objects set [count needUpdate_objects, _object];
};
};
};
case "killed": {
call _object_killed;
};
case "repair": {
call _object_damage;
};
};

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if(_isNormal)then {
    _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        // zsc
        _object getVariable["bankMoney",0]
    ];
};

You forgot a " , " on the second last variable in the array. Causing "server_updateObject.sqf" to be broken. Causing what every other scripts the use this (mainly all the important ones) to also be broken.

 

What it should look like:

if(_isNormal)then {
    _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object,
        // zsc
        _object getVariable["bankMoney",0]
    ];
};

its on line 75, so just add the " , "

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if(_isNormal)then {
    _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object
        // zsc
        _object getVariable["bankMoney",0]
    ];
};

You forgot a " , " on the second last variable in the array. Causing "server_updateObject.sqf" to be broken. Causing what every other scripts the use this (mainly all the important ones) to also be broken.

 

What it should look like:

if(_isNormal)then {
    _inventory = [
        getWeaponCargo _object,
        getMagazineCargo _object,
        getBackpackCargo _object,
        // zsc
        _object getVariable["bankMoney",0]
    ];
};

its on line 75, so just add the " , "

 

Thank you alot mate, i fixed that up and im still having the issue though ;/

Also getting rpt logs spam of this error now

AllowedVehiclesLi>
19:09:08   Error position: <select _lastIndex];
};
AllowedVehiclesLi>
19:09:08   Error Zero divisor
19:09:08 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 258
19:09:08 Error in expression <ect _lastIndex];
};
AllowedVehiclesList resize _lastIndex;
};
 
if (count Allowed>
19:09:08   Error position: <resize _lastIndex;
};
 
if (count Allowed>
19:09:08   Error Zero divisor
19:09:08 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 260
19:09:08 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:08   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:08   Error Undefined variable in expression: _vehicle
19:09:08 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:08 Error in expression <VehiclesList select _index;
 
_vehicle = _random select 0;
_velimit = _random sel>
19:09:08   Error position: <_random select 0;
_velimit = _random sel>
19:09:08   Error Undefined variable in expression: _random
19:09:08 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 246
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <imit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error position: <_vehicle} count serverVehicleCounter;
 
 
>
19:09:10   Error Undefined variable in expression: _vehicle
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 249
19:09:10 Error in expression <VehiclesList select _index;
 
_vehicle = _random select 0;
_velimit = _random sel>
19:09:10   Error position: <_random select 0;
_velimit = _random sel>
19:09:10   Error Undefined variable in expression: _random
19:09:10 File mpmissions\DayZ_Epoch_24.Napf\custom\init\server_functions.sqf, line 246
19:09:10 Error in expression <imit = _random select 1;

 
Server_functions.sqf

[] spawn {[] execvm "\z\addons\dayz_server\init\AH.sqf";};waituntil {!isnil "bis_fnc_init"};
 
BIS_MPF_remoteExecutionServer = {
if ((_this select 1) select 2 == "JIPrequest") then {
[nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
};
};
 
BIS_Effects_Burn = {};
server_playerLogin = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
server_publishFullObject = compile preprocessFileLineNumbers "custom\compile\server_publishFullObject.sqf";
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; 
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
server_spawnCrashSite  =     compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
//server_weather = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_weather.sqf";
fnc_plyrHit   = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
 
/* PVS/PVC - Skaronator */
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";
 
//onPlayerConnected {[_uid,_name] call server_onPlayerConnect;};
onPlayerDisconnected {[_uid,_name] call server_onPlayerDisconnect;};
 
server_updateNearbyObjects = {
private["_pos"];
_pos = _this select 0;
{
[_x, "gear"] call server_updateObject;
} count nearestObjects [_pos, dayz_updateObjects, 10];
};
 
server_handleZedSpawn = {
private["_zed"];
_zed = _this select 0;
_zed enableSimulation false;
};
 
zombie_findOwner = {
private["_unit"];
_unit = _this select 0;
#ifdef DZE_SERVER_DEBUG
diag_log ("CLEANUP: DELETE UNCONTROLLED ZOMBIE: " + (typeOf _unit) + " OF: " + str(_unit) );
#endif
deleteVehicle _unit;
};
 
vehicle_handleInteract = {
private["_object"];
_object = _this select 0;
needUpdate_objects = needUpdate_objects - [_object];
[_object, "all"] call server_updateObject;
};
 
array_reduceSizeReverse = {
private["_array","_count","_num","_newarray","_startnum","_index"];
_array = _this select 0;
_newarray = [];
_count = _this select 1;
_num = count _array;
if (_num > _count) then {
_startnum = _num - 1;
_index = _count - 1;
for "_i" from 0 to _index do {
_newarray set [(_index-_i),_array select (_startnum - _i)];
};
_array = _newarray;
}; 
_array
};
 
array_reduceSize = {
private ["_array1","_array","_count","_num"];
_array1 = _this select 0;
_array = _array1 - ["Hatchet_Swing","Machete_Swing","Fishing_Swing","sledge_swing","crowbar_swing","CSGAS"];
_count = _this select 1;
_num = count _array;
if (_num > _count) then {
_array resize _count;
};
_array
};
 
object_handleServerKilled = {
private["_unit","_objectID","_objectUID","_killer"];
_unit = _this select 0;
_killer = _this select 1;
 
_objectID = _unit getVariable ["ObjectID","0"];
_objectUID = _unit getVariable ["ObjectUID","0"];
 
[_objectID,_objectUID,_killer] call server_deleteObj;
 
_unit removeAllMPEventHandlers "MPKilled";
_unit removeAllEventHandlers "Killed";
_unit removeAllEventHandlers "HandleDamage";
_unit removeAllEventHandlers "GetIn";
_unit removeAllEventHandlers "GetOut";
};
 
check_publishobject = {
private["_allowed","_object","_playername"];
 
_object = _this select 0;
_playername = _this select 1;
_allowed = false;
 
if ((typeOf _object) in dayz_allowedObjects) then {
//diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
_allowed = true;
};
    _allowed
};
 
//event Handlers
eh_localCleanup = {
private ["_object"];
_object = _this select 0;
_object addEventHandler ["local", {
if(_this select 1) then {
private["_type","_unit"];
_unit = _this select 0;
_type = typeOf _unit;
_myGroupUnit = group _unit;
  _unit removeAllMPEventHandlers "mpkilled";
  _unit removeAllMPEventHandlers "mphit";
  _unit removeAllMPEventHandlers "mprespawn";
  _unit removeAllEventHandlers "FiredNear";
_unit removeAllEventHandlers "HandleDamage";
_unit removeAllEventHandlers "Killed";
_unit removeAllEventHandlers "Fired";
_unit removeAllEventHandlers "GetOut";
_unit removeAllEventHandlers "GetIn";
_unit removeAllEventHandlers "Local";
clearVehicleInit _unit;
deleteVehicle _unit;
if ((count (units _myGroupUnit) == 0) && (_myGroupUnit != grpNull)) then {
deleteGroup _myGroupUnit;
};
//_unit = nil;
// diag_log ("CLEANUP: DELETED A " + str(_type) );
};
}];
};
 
server_hiveWrite = {
private["_data"];
_data = "HiveExt" callExtension _this;
};
 
server_hiveReadWrite = {
private["_key","_resultArray","_data"];
_key = _this;
_data = "HiveExt" callExtension _key;
_resultArray = call compile format ["%1",_data];
_resultArray
};
 
server_hiveReadWriteLarge = {
private["_key","_resultArray","_data"];
_key = _this;
_data = "HiveExt" callExtension _key;
_resultArray = call compile _data;
_resultArray
};
 
server_checkIfTowed = {
private ["_vehicle","_player","_attached"];
if (DZE_HeliLift) then {
_vehicle = _this select 0;
_player = _this select 2;
_attached = _vehicle getVariable["attached",false];
if (typeName _attached == "OBJECT") then {
_player action ["eject", _vehicle];
detach _vehicle;
_vehicle setVariable["attached",false,true];
_attached setVariable["hasAttached",false,true];
};
};
};
 
server_characterSync = {
private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
_characterID = _this select 0;
_playerPos = _this select 1;
_playerGear = _this select 2;
_playerBackp = _this select 3;
_medical = _this select 4;
_currentState = _this select 5;
_currentModel = _this select 6;
 
_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
_key call server_hiveWrite;
};
 
if(isnil "dayz_MapArea") then {
dayz_MapArea = 10000;
};
if(isnil "DynamicVehicleArea") then {
DynamicVehicleArea = dayz_MapArea / 2;
};
 
// Get all buildings && roads only once TODO: set variables to nil after done if nessicary 
MarkerPosition = getMarkerPos "center";
RoadList = MarkerPosition nearRoads DynamicVehicleArea;
 
// Very taxing !!! but only on first startup
BuildingList = [];
{
if (DZE_MissionLootTable) then {
if (isClass (missionConfigFile >> "CfgBuildingLoot" >> (typeOf _x))) then
{
BuildingList set [count BuildingList,_x];
};
} else {
if (isClass (configFile >> "CfgBuildingLoot" >> (typeOf _x))) then
{
BuildingList set [count BuildingList,_x];
};
};
 
 
} count (MarkerPosition nearObjects ["building",DynamicVehicleArea]);
 
spawn_vehicles = {
private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
 
if (!isDedicated) exitWith { }; //Be sure the run this
 
while {count AllowedVehiclesList > 0} do {
// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
_index = floor random count AllowedVehiclesList;
_random = AllowedVehiclesList select _index;
 
_vehicle = _random select 0;
_velimit = _random select 1;
 
_qty = {_x == _vehicle} count serverVehicleCounter;
 
// If under limit allow to proceed
if (_qty <= _velimit) exitWith {};
 
// vehicle limit reached, remove vehicle from list
// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
_lastIndex = (count AllowedVehiclesList) - 1;
if (_lastIndex != _index) then {
AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
};
AllowedVehiclesList resize _lastIndex;
};
 
if (count AllowedVehiclesList == 0) then {
diag_log("DEBUG: unable to find suitable vehicle to spawn");
} else {
 
// add vehicle to counter for next pass
serverVehicleCounter set [count serverVehicleCounter,_vehicle];
 
// Find Vehicle Type to better control spawns
_isAir = _vehicle isKindOf "Air";
_isShip = _vehicle isKindOf "Ship";
 
if(_isShip || _isAir) then {
if(_isShip) then {
// Spawn anywhere on coast on water
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning boat near coast " + str(_position));
} else {
// Spawn air anywhere that is flat
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
};
 
 
} else {
// Spawn around buildings && 50% near roads
if((random 1) > 0.5) then {
 
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
 
_position = _position modelToWorld [0,0,0];
 
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
 
//diag_log("DEBUG: spawning near road " + str(_position));
 
} else {
 
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = BuildingList call BIS_fnc_selectRandom;
 
_position = _position modelToWorld [0,0,0];
 
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
 
//diag_log("DEBUG: spawning around buildings " + str(_position));
 
};
};
// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
if ((count _position) == 2) then { 
 
_dir = round(random 180);
 
_istoomany = _position nearObjects ["AllVehicles",50];
if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
 
//place vehicle 
_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
_veh setdir _dir;
_veh setpos _position;
 
if(DZEdebug) then {
_marker = createMarker [str(_position) , _position];
_marker setMarkerShape "ICON";
_marker setMarkerType "DOT";
_marker setMarkerText _vehicle;
};
 
// Get position with ground
_objPosition = getPosATL _veh;
 
clearWeaponCargoGlobal  _veh;
clearMagazineCargoGlobal  _veh;
// _veh setVehicleAmmo DZE_vehicleAmmo;
 
// Add 0-3 loots to vehicle using random cfgloots 
_num = floor(random 4);
_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
 
for "_x" from 1 to _num do {
_iClass = _allCfgLoots call BIS_fnc_selectRandom;
 
_itemTypes = [];
if (DZE_MissionLootTable) then{
{
_itemTypes set[count _itemTypes, _x select 0]
} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
}
else {
{
_itemTypes set[count _itemTypes, _x select 0]
} count getArray(configFile >> "cfgLoot" >> _iClass);
};
 
_index = dayz_CLBase find _iClass;
_weights = dayz_CLChances select _index;
_cntWeights = count _weights;
 
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
_veh addMagazineCargoGlobal [_itemType,1];
//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
};
 
[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
};
};
};
 
spawn_ammosupply = {
private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
if (isDedicated) then {
_WreckList = ["Supply_Crate_DZE"];
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
if ((count _position) == 2) then {
 
_istoomany = _position nearObjects ["All",5];
 
if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many at " + str(_position)); };
 
_spawnveh = _WreckList call BIS_fnc_selectRandom;
 
if(DZEdebug) then {
_marker = createMarker [str(_position) , _position];
_marker setMarkerShape "ICON";
_marker setMarkerType "DOT";
_marker setMarkerText str(_spawnveh);
};
 
_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
_veh enableSimulation false;
_veh setDir round(random 360);
_veh setpos _position;
_veh setVariable ["ObjectID","1",true];
};
};
};
 
DZE_LocalRoadBlocks = [];
 
spawn_roadblocks = {
private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
 
waitUntil{!isNil "BIS_fnc_selectRandom"};
if (isDedicated) then {
 
_position = RoadList call BIS_fnc_selectRandom;
 
_position = _position modelToWorld [0,0,0];
 
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
 
if ((count _position) == 2) then {
// Get position with ground
 
_istoomany = _position nearObjects ["All",5];
 
if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
 
waitUntil{!isNil "BIS_fnc_selectRandom"};
_spawnveh = _WreckList call BIS_fnc_selectRandom;
 
if(DZEdebug) then {
_marker = createMarker [str(_position) , _position];
_marker setMarkerShape "ICON";
_marker setMarkerType "DOT";
_marker setMarkerText str(_spawnveh);
};
 
_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
_veh enableSimulation false;
 
_veh setDir round(random 360); // Randomize placement a bit
_veh setpos _position;
 
_veh setVariable ["ObjectID","1",true];
};
 
};
 
};
 
spawn_mineveins = {
private ["_position","_veh","_istoomany","_marker","_spawnveh","_positions"];
 
if (isDedicated) then {
 
_position = [getMarkerPos "center",0,(HeliCrashArea*0.75),10,0,2000,0] call BIS_fnc_findSafePos;
 
if ((count _position) == 2) then {
 
_positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];
 
_position = (_positions call BIS_fnc_selectRandom) select 0;
 
// Get position with ground
_istoomany = _position nearObjects ["All",10];
 
if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many objects at " + str(_position)); };
 
if(isOnRoad _position) exitWith { diag_log("DEBUG VEIN: on road " + str(_position)); };
 
_spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;
 
if(DZEdebug) then {
_marker = createMarker [str(_position) , _position];
_marker setMarkerShape "ICON";
_marker setMarkerType "DOT";
_marker setMarkerText str(_spawnveh);
};
 
//diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
_veh enableSimulation false;
 
// Randomize placement a bit
_veh setDir round(random 360);
_veh setpos _position;
 
_veh setVariable ["ObjectID","1",true];
 
 
};
};
};
 
if(isnil "DynamicVehicleDamageLow") then {
DynamicVehicleDamageLow = 0;
};
if(isnil "DynamicVehicleDamageHigh") then {
DynamicVehicleDamageHigh = 100;
};
 
if(isnil "DynamicVehicleFuelLow") then {
DynamicVehicleFuelLow = 0;
};
if(isnil "DynamicVehicleFuelHigh") then {
DynamicVehicleFuelHigh = 100;
};
 
if(isnil "DZE_DiagFpsSlow") then {
DZE_DiagFpsSlow = false;
};
if(isnil "DZE_DiagFpsFast") then {
DZE_DiagFpsFast = false;
};
if(isnil "DZE_DiagVerbose") then {
DZE_DiagVerbose = false;
};
 
dze_diag_fps = {
if(DZE_DiagVerbose) then {
diag_log format["DEBUG FPS : %1 OBJECTS: %2 : PLAYERS: %3", diag_fps,(count (allMissionObjects "")),(playersNumber west)];
} else {
diag_log format["DEBUG FPS : %1", diag_fps];
};
};
 
// Damage generator function
generate_new_damage = {
private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
_damage;
};
 
// Damage generator fuction
generate_exp_damage = {
private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
 
// limit this to 85% since vehicle would blow up otherwise.
//if(_damage >= 0.85) then {
// _damage = 0.85;
//};
_damage;
};
 
server_getDiff = {
private["_variable","_object","_vNew","_vOld","_result"];
_variable = _this select 0;
_object = _this select 1;
_vNew = _object getVariable[_variable,0];
_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
_result = 0;
if (_vNew < _vOld) then {
//JIP issues
_vNew = _vNew + _vOld;
_object getVariable[(_variable + "_CHK"),_vNew];
} else {
_result = _vNew - _vOld;
_object setVariable[(_variable + "_CHK"),_vNew];
};
_result
};
 
server_getDiff2 = {
private["_variable","_object","_vNew","_vOld","_result"];
_variable = _this select 0;
_object = _this select 1;
_vNew = _object getVariable[_variable,0];
_vOld = _object getVariable[(_variable + "_CHK"),_vNew];
_result = _vNew - _vOld;
_object setVariable[(_variable + "_CHK"),_vNew];
_result
};
 
dayz_objectUID = {
private["_position","_dir","_key","_object"];
_object = _this;
_position = getPosATL _object;
_dir = direction _object;
_key = [_dir,_position] call dayz_objectUID2;
    _key
};
 
dayz_objectUID2 = {
    private["_position","_dir","_key","_element","_vector","_set","_vecCnt","_usedVec"];
    _dir = _this select 0;
    _key = "";
    _position = _this select 1;
 
    if((count _this) == 2) then{
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _key = _key + str(round(_x));
        } count _position;
        _key = _key + str(round(_dir));
    }else{
        _vector = [];
        _usedVec = false;
        {
            _element = _x;
            if(typeName _element == "ARRAY") then{
                _vector = _element;
                if((count _vector) == 2)then{
                    if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            {
                                _x = _x * 10;
                                if ( _x < 0 ) then { _x = _x * -10 };
                                _key = _key + str(round(_x));
                            } count _position;
 
                            _vecCnt = 0;
                            {
                                _set = _x;
                                {
                                    _vecCnt = _vecCnt + (round (_x * 100));
 
                                } foreach _set;
 
                            } foreach _vector;
                            if(_vecCnt < 0)then{
                                _vecCnt = ((_vecCnt * -1) * 3);
                            };
                            _key = _key + str(_vecCnt);
                            _usedVec = true;
                    };
                };
            };
        } count _this;
 
        if!(_usedVec) then{
                {
                    _x = _x * 10;
                    if ( _x < 0 ) then { _x = _x * -10 };
                    _key = _key + str(round(_x));
                } count _position;
                _key = _key + str(round(_dir));
        };
 
 
    };
    _key
};
 
dayz_objectUID3 = {
private["_position","_dir","_key"];
_dir = _this select 0;
_key = "";
_position = _this select 1;
{
_x = _x * 10;
if ( _x < 0 ) then { _x = _x * -10 };
_key = _key + str(round(_x));
} count _position;
_key = _key + str(round(_dir + time));
_key
};
 
dayz_recordLogin = {
private["_key"];
_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
_key call server_hiveWrite;
};
 
dayz_perform_purge = {
if(!isNull(_this)) then {
_group = group _this;
_this removeAllMPEventHandlers "mpkilled";
_this removeAllMPEventHandlers "mphit";
_this removeAllMPEventHandlers "mprespawn";
_this removeAllEventHandlers "FiredNear";
_this removeAllEventHandlers "HandleDamage";
_this removeAllEventHandlers "Killed";
_this removeAllEventHandlers "Fired";
_this removeAllEventHandlers "GetOut";
_this removeAllEventHandlers "GetIn";
_this removeAllEventHandlers "Local";
clearVehicleInit _this;
deleteVehicle _this;
if ((count (units _group) == 0) && (_group != grpNull)) then {
deleteGroup _group;
};
};
};
 
dayz_perform_purge_player = {
 
private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
    diag_log ("Purging player: " + str(_this));
 
if(!isNull(_this)) then {
 
_location = getPosATL _this;
_dir = getDir _this;
 
_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
_holder setDir _dir;
_holder setPosATL _location;
 
_holder enableSimulation false;
 
_weapons = weapons _this;
_magazines = magazines _this;
 
// find backpack
if(!(isNull unitBackpack _this)) then {
_backpack = unitBackpack _this;
_backpackType = typeOf _backpack;
_backpackWpn = getWeaponCargo _backpack;
_backpackMag = getMagazineCargo _backpack;
 
_holder addBackpackCargoGlobal [_backpackType,1];
 
// add items from backpack 
_objWpnTypes = _backpackWpn select 0;
_objWpnQty = _backpackWpn select 1;
_countr = 0;
{
_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
 
// add backpack magazine items
_objWpnTypes = _backpackMag select 0;
_objWpnQty = _backpackMag select 1;
_countr = 0;
{
_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} count _objWpnTypes;
};
};
 
// add weapons
_holder addWeaponCargoGlobal [_x, 1];
} count _weapons;
 
// add mags
_holder addMagazineCargoGlobal [_x, 1];
} count _magazines;
_group = group _this;
_this removeAllMPEventHandlers "mpkilled";
_this removeAllMPEventHandlers "mphit";
_this removeAllMPEventHandlers "mprespawn";
_this removeAllEventHandlers "FiredNear";
_this removeAllEventHandlers "HandleDamage";
_this removeAllEventHandlers "Killed";
_this removeAllEventHandlers "Fired";
_this removeAllEventHandlers "GetOut";
_this removeAllEventHandlers "GetIn";
_this removeAllEventHandlers "Local";
clearVehicleInit _this;
deleteVehicle _this;
if ((count (units _group) == 0) && (_group != grpNull)) then {
deleteGroup _group;
};
//  _this = nil;
};
 
 
dayz_removePlayerOnDisconnect = {
if(!isNull(_this)) then {
_group = group _this;
_this removeAllMPEventHandlers "mphit";
deleteVehicle _this;
deleteGroup (group _this);
};
};
 
server_timeSync = {
//Send request
private ["_hour","_minute","_date","_key","_result","_outcome"];
    _key = "CHILD:307:";
_result = _key call server_hiveReadWrite;
_outcome = _result select 0;
if(_outcome == "PASS") then {
_date = _result select 1; 
 
if(dayz_fullMoonNights) then {
_hour = _date select 3;
_minute = _date select 4;
//Force full moon nights
_date = [2013,8,3,_hour,_minute];
};
 
setDate _date;
PVDZE_plr_SetDate = _date;
publicVariable "PVDZE_plr_SetDate";
diag_log ("TIME SYNC: Local Time set to " + str(_date));
};
};
 
// must spawn these 
server_spawncleanDead = {
private ["_deathTime","_delQtyZ","_delQtyP","_qty","_allDead"];
_allDead = allDead;
_delQtyZ = 0;
_delQtyP = 0;
{
if (local _x) then {
if (_x isKindOf "zZombie_Base") then
{
_x call dayz_perform_purge;
sleep 0.05;
_delQtyZ = _delQtyZ + 1;
} else {
if (_x isKindOf "CAManBase") then {
_deathTime = _x getVariable ["processedDeath", diag_tickTime];
if (diag_tickTime - _deathTime > 1800) then {
_x call dayz_perform_purge_player;
sleep 0.025;
_delQtyP = _delQtyP + 1;
};
};
};
};
sleep 0.025;
} count _allDead;
if (_delQtyZ > 0 || _delQtyP > 0) then {
_qty = count _allDead;
diag_log (format["CLEANUP: Deleted %1 players && %2 zombies out of %3 dead",_delQtyP,_delQtyZ,_qty]);
};
};
server_cleanupGroups = {
if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; };
if(!isNil "DZE_DYN_GroupCleanup") exitWith {  DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;};
DZE_DYN_GroupCleanup = true;
{
if ((count (units _x) == 0) && (_x != grpNull)) then {
deleteGroup _x;
};
sleep 0.001;
} count allGroups;
DZE_DYN_GroupCleanup = nil;
};
 
server_checkHackers = {
if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
if(!isNil "DZE_DYN_HackerCheck") exitWith {  DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
DZE_DYN_HackerCheck = true;
{
if (!((isNil "_x") || {(isNull _x)})) then {
if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle)) then {
diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
(vehicle _x) setDamage 1;
_x setDamage 1;
sleep 0.25;
};
};
sleep 0.001;
} count allUnits;
DZE_DYN_HackerCheck = nil;
};
 
server_spawnCleanFire = {
private ["_delQtyFP","_qty","_missionFires"];
_missionFires = allMissionObjects "Land_Fire_DZ";
_delQtyFP = 0;
{
if (local _x) then {
deleteVehicle _x;
sleep 0.025;
_delQtyFP = _delQtyFP + 1;
};
sleep 0.001;
} count _missionFires;
if (_delQtyFP > 0) then {
_qty = count _missionFires;
diag_log (format["CLEANUP: Deleted %1 fireplaces out of %2",_delQtyFP,_qty]);
};
};
server_spawnCleanLoot = {
private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];
if (DZE_DYN_AntiStuck > 3) then { DZE_DYN_cleanLoot = nil; DZE_DYN_AntiStuck = 0; };
if(!isNil "DZE_DYN_cleanLoot") exitWith {  DZE_DYN_AntiStuck = DZE_DYN_AntiStuck + 1;};
DZE_DYN_cleanLoot = true;
 
_missionObjs =  allMissionObjects "ReammoBox";
_delQty = 0;
_dateNow = (DateToNumber date);
{
if (!isNull _x) then {
_keep = _x getVariable["permaLoot", false];
if (!_keep) then {
_created = _x getVariable["created", -0.1];
if (_created == -0.1) then{
_x setVariable["created", _dateNow, false];
_created = _dateNow;
}
else {
_age = (_dateNow - _created) * 525948;
if (_age > 20) then{
_nearby = { (isPlayer _x) && (alive _x) } count(_x nearEntities[["CAManBase", "AllVehicles"], 130]);
if (_nearby == 0) then{
deleteVehicle _x;
sleep 0.025;
_delQty = _delQty + 1;
};
};
};
};
};
sleep 0.001;
} count _missionObjs;
if (_delQty > 0) then {
_qty = count _missionObjs;
diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);
};
DZE_DYN_cleanLoot = nil;
};
 
server_spawnCleanAnimals = {
private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"];
_missonAnimals = entities "CAAnimalBase";
_delQtyAnimal = 0;
{
if (local _x) then {
_x call dayz_perform_purge;
sleep 0.05;
_delQtyAnimal = _delQtyAnimal + 1;
} else {
if (!alive _x) then {
_pos = getPosATL _x;
if (count _pos > 0) then {
_nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]);
if (_nearby==0) then {
_x call dayz_perform_purge;
sleep 0.05;
_delQtyAnimal = _delQtyAnimal + 1;
};
};
};
};
sleep 0.001;
} count _missonAnimals;
if (_delQtyAnimal > 0) then {
_qty = count _missonAnimals;
diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]);
};
};
 
server_logUnlockLockEvent = {
private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_PUID", "_status"];
_player = _this select 0;
_obj = _this select 1;
_status = _this select 2;
if (!isNull(_obj)) then {
_objectID = _obj getVariable["ObjectID", "0"];
_objectUID = _obj getVariable["ObjectUID", "0"];
_statusText = "UNLOCKED";
if (_status) then {
[_obj, "gear"] call server_updateObject;
_statusText = "LOCKED";
};
_PUID = [_player] call FNC_GetPlayerUID;
diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), _PUID, _statusText];
};
};
 
// Custombuildings
execVM "\z\addons\dayz_server\custombuildings\buildings.sqf";

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Im getting this error that might be related to this not working after restart
 
if (str(_inventory) != _previous) then {
_object>
15:36:29   Error position: <_inventory) != _previous) then {
_object>
15:36:29   Error Undefined variable in expression: _inventory
15:36:29 File z\addons\dayz_server\compile\server_updateObject.sqf, line 83

/*
[_object,_type] spawn server_updateObject;
*/
private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];
 
_object = _this select 0;
 
if(isNull(_object)) exitWith {
diag_log format["Skipping Null Object: %1", _object];
};
 
_type = _this select 1;
_parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC"));
_isbuildable = (typeOf _object) in dayz_allowedObjects;
_isNotOk = false;
_firstTime = false;
 
_objectID = _object getVariable ["ObjectID","0"];
_uid = _object getVariable ["ObjectUID","0"];
 
if ((typeName _objectID != "string") || (typeName _uid != "string")) then
    diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);
    //force fail
    _objectID = "0";
    _uid = "0";
};
if (!_parachuteWest && !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position = getPosATL _object;
    _isNotOk = true;
};
};
 
// do not update if buildable && not ok
if (_isNotOk && _isbuildable) exitWith {  };
 
// delete if still not ok
if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
 
 
_lastUpdate = _object getVariable ["lastUpdate",time];
_needUpdate = _object in needUpdate_objects;
 
// TODO ----------------------
_object_position = {
private["_position","_worldspace","_fuel","_key"];
_position = getPosATL _object;
_worldspace = [
round(direction _object),
_position
];
_fuel = 0;
if (_object isKindOf "AllVehicles") then {
_fuel = fuel _object;
};
_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
 
_object_inventory = {
_isNormal = true;
if (typeOf (_object)in DZE_DoorsLocked) then{
_isNormal = false;
_inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
};
 
if(_isNormal)then {
_inventory = [
getWeaponCargo _object,
getMagazineCargo _object,
getBackpackCargo _object,
// zsc
_object getVariable["bankMoney",0]
];
};
 
// zsc
_object getVariable["bankMoney",0];
_previous = str(_object getVariable["lastInventory",[]]);
if (str(_inventory) != _previous) then {
_object setVariable["lastInventory",_inventory];
if (_objectID == "0") then {
_key = format["CHILD:309:%1:%2:",_uid,_inventory];
} else {
_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
};
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
};
};
 
_object_damage = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
_damage = damage _object;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_object setHit ["_selection", _hit];
} count _hitpoints;
 
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
};
 
_object_killed = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
//_damage = damage _object;
_damage = 1;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_hit = 1;
_object setHit ["_selection", _hit];
} count _hitpoints;
 
if (_objectID == "0") then {
_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];
} else {
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
};
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
if ((count _this) > 2) then {
_killer = _this select 2;
_charID = _object getVariable ['CharacterID','0'];
_objID = _object getVariable['ObjectID','0'];
_objUID = _object getVariable['ObjectUID','0'];
_worldSpace = getPosATL _object;
if (getPlayerUID _killer != "") then {
_name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; };
diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)];
} else {
diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace];
};
};
};
 
_object_repair = {
private["_hitpoints","_array","_hit","_selection","_key","_damage"];
_hitpoints = _object call vehicle_getHitpoints;
_damage = damage _object;
_array = [];
{
_hit = [_object,_x] call object_getHit;
_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};
_object setHit ["_selection", _hit];
} count _hitpoints;
 
_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["needUpdate",false,true];
};
// TODO ----------------------
 
_object setVariable ["lastUpdate",time,true];
switch (_type) do {
case "all": {
call _object_position;
call _object_inventory;
call _object_damage;
};
case "position": {
if (!(_object in needUpdate_objects)) then {
//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];
needUpdate_objects set [count needUpdate_objects, _object];
};
};
case "gear": {
call _object_inventory;
};
case "damage": {
if ( (time - _lastUpdate) > 5) then {
call _object_damage;
} else {
if (!(_object in needUpdate_objects)) then {
//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];
needUpdate_objects set [count needUpdate_objects, _object];
};
};
};
case "killed": {
call _object_killed;
};
case "repair": {
call _object_damage;
};
};

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I'm using door management, but here is what my _object_inventory = { looks like

_object_inventory = {
    private["_inventory","_previous","_key"];
        _isNormal = true;
        if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{
            _isNormal = false;
            _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
        };
        if (typeOf (_object)in DZE_DoorsLocked) then{
            _isNormal = false;
            _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item
        };

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

 

Notice my second line. 

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I'm using door management, but here is what my _object_inventory = { looks like

_object_inventory = {

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

        _isNormal = true;

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

            _isNormal = false;

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

        };

        if (typeOf (_object)in DZE_DoorsLocked) then{

            _isNormal = false;

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

        };

        if(_isNormal)then {

            _inventory = [

            getWeaponCargo _object,

            getMagazineCargo _object,

            getBackpackCargo _object,

            /*ZSC*/

            _object getVariable["bankMoney",0]

            /*ZSC*/

        ];

        };

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

        if (str(_inventory) != _previous) then {

            _object setVariable["lastInventory",_inventory];

            if (_objectID == "0") then {

                _key = format["CHILD:309:%1:%2:",_uid,_inventory];

            } else {

                _key = format["CHILD:303:%1:%2:",_objectID,_inventory];

            };

            //diag_log ("HIVE: WRITE: "+ str(_key));

            _key call server_hiveWrite;

        };

}

 

Notice my second line. 

thank you for the reply but im not one hundred percent certain what you mean.

 

am i missing this on my second line?

 

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

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