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[RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)


OtterNas3

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  • 1 month later...

Hey all, I have the '# #USER:_keyMenu ' in the CMDMenus and my players freeze

 

AH_zpsbig5veer.jpgthen get banned in the temp bans.

 

Quote

14:14:16 "infiSTAR.de Log:PLayerName (ID00000000000000) | BadcommandingMenu: #USER:_keyMenu"

Admins can make the keys, just not the normal players.

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On 1/28/2016 at 9:24 AM, Petite said:

Well, I can see many person having trouble to make it working so I decided to make this little tutorial because there is clearly a lack of good information here, even if this script is 2 year old not a reason.

I have no problem at all with it. No rollback or vehicles, dupe...... Its working with Zupa's coins.  its working 100% like it should.


1- If you don't have a ''custom'' folder in your MPmission create one.

2- In the custom, create a folder and call it;

      VehicleKeyChanger

3- Create 2 files in VehicleKeyChanger and add the following in it.

a) VehicleKeyChanger.sqf 

http://pastebin.com/qzzm6Nds

b) VehicleKeyChanger_init.sqf

http://pastebin.com/MvpVS19n

4- In your MPmission Init.sqf put this line

_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";


Before the closing bracket (looks like that)

if (!isDedicated) then {
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";  ///////////// HERE

};


5- In your dayz_server.pbo  open your compile   then server_updateObject.sqf

a) Right after      _object_repair = {

Add this;

http://pastebin.com/UNH0kmNg


b) And at the end  look for;
 
case "repair": {
        call _object_damage;
    };

make it so its looks like that;

    case "repair": {
        call _object_damage;
    };

    case "vehiclekey": {
        _activatingPlayer = _this select 2;
        _vehicleClassname = _this select 3;
        _toKey = _this select 4;
        _toKeyName = _this select 5;
        _vehicle_ID = _this select 6;
        _vehicle_UID = _this select 7;
        [_activatingPlayer, _vehicleClassname, _toKey, _toKeyName, _vehicle_ID, _vehicle_UID] call _object_vehicleKey;;

};    
};


Thats it you are done. Its working without any problem if you just do EXACTLY what I said.

If its not working for you well too bad, this is simple to do and works. I ain't gonna help for it more than I just did.

I hope it help some of you.

Well, this is basically a last resort, ive been working on this for a few hours now.

My problem is that this isnt working for me at all, lol.

 

Ive followed the above intructions (the post i quoted) and I had the option to change vehicle key, when I selected it, it would notify me key blah was moved to backpack and then the vehicle became locked and i couldnt access it unless i pulled the key back out, i check the rpt and all it shows each time i try is "No owner" ive tried turning claiming on and off, same issue. I just restarted the server and went back in, now i dont even have the option. Im running Overpoch on the latest versions put out on a windows 10 PC. Im using DZAI, AdminTools, SingleCurrency and walkingZombies. I hope this thread hasnt died off to no help, and anything is much appreciated.

Spoiler

=====================================================================
== C:\Users\Garre\Desktop\Server\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
=====================================================================
Exe timestamp: 2016/05/25 10:09:40
Current time:  2016/05/27 22:24:15

Version 1.63.131129
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
22:24:28 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
22:24:29 Connected to Steam servers
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:42 Server error: Player without identity Giggles (id 1882689653)
22:26:42 Server error: Player without identity Giggles (id 1882689653)
22:26:48 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
22:26:57 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
22:27:06 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
22:27:06 "DayZ Epoch: MPframework inited"
22:27:10 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:40 "Admin Tools: config.sqf loaded"
22:27:40 "Admin Tools: variables.sqf loaded"
22:27:40 "Res3tting B!S effects..."
22:27:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
22:27:44 "HIVE: Starting"
22:27:44 "HIVE: trying to get objects"
22:27:44 "HIVE: found 356 objects"
22:27:44 "HIVE: Commence Object Streaming..."
22:27:44 "HIVE: got 0 Epoch Objects and 356 Vehicles"
22:27:46 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
22:27:46 UH1Y_DZE: ObsGun - unknown animation source ObsGun
22:27:46 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
22:27:46 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
22:27:52 : Invalid parent bone 'osa_door_r1' for 'door_r1'
22:27:52 : Invalid parent bone 'osa_door_r2' for 'door_r2'
22:27:52 : Invalid parent bone 'osa_door_l1' for 'door_l1'
22:27:52 : Invalid parent bone 'osa_door_l2' for 'door_l2'
22:27:52 : Invalid parent bone 'osa_kapota' for 'kapota'
22:27:52 : Invalid parent bone 'osa_kufr' for 'kufr'
22:27:52 "HIVE: Vehicle Spawn limit reached!"
22:27:52 "HIVE: Spawning # of Debris: 300"
22:27:52 "HIVE: Spawning # of Ammo Boxes: 3"
22:27:52 "HIVE: Spawning # of Veins: 50"
22:27:52 "Total Number of spawn locations 5"
22:27:52 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
22:27:52 "[DZAI] Reading DZAI configuration file."
22:27:52 "[DZAI] DZAI configuration file loaded."
22:27:52 "[DZAI] Compiling DZAI functions."
22:27:57 "[DZAI] DZAI functions compiled."
22:27:57 "[DZAI] Epoch classnames loaded."
22:27:57 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
22:27:57 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
22:27:57 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
22:27:57 "[DZAI] DZAI loading completed in 4.97099 seconds."
22:27:58 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
22:28:15 "EPOCH EVENTS INIT"
22:28:18 "DEBUG VEIN: Too many objects at [5161.43,9131.76]"
22:28:21 "[AGN] Starting Trader City Safezone Commander!"
22:28:21 "Error: Attempting to start AGN products on a server where it should not be!"
22:28:22 "TIME SYNC: Local Time set to [2013,8,3,15,28]"
22:28:33 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
22:28:46 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
22:29:00 "DELETE: Giggles Deleted by ID: 409"
22:29:03 "[DZAI] Verified 194 unique classnames in 14.851 seconds."
22:29:03 "Chernarus spawn areas loaded."
22:29:04 "Chernarus static spawn configuration loaded."
22:29:13 "DELETE: Giggles Deleted by ID: 410"
22:29:32 No owner
22:29:35 "PUBLISH: Attempt 2b743200# 1056052: arrow_down_large_ep1.p3d REMOTE"
22:29:35 "HIVE: WRITE: "CHILD:308:11:car_sedan:0:6011:[182,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640260:""
22:29:36 "HIVE: WRITE: "CHILD:388:62930780640260:""
22:29:36 "CUSTOM: Selected "411""
22:29:36 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought car_sedan with ID "62930780640260""
22:29:47 "PUBLISH: Attempt 2aed8f00# 1056054: arrow_down_large_ep1.p3d REMOTE"
22:29:47 "HIVE: WRITE: "CHILD:308:11:CVPI_TrooperSL_Patrol:0:6140:[132,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640223:""
22:29:48 "HIVE: WRITE: "CHILD:388:62930780640223:""
22:29:48 "CUSTOM: Selected "412""
22:29:48 : Invalid parent bone 'osa_door_r1' for 'door_r1'
22:29:48 : Invalid parent bone 'osa_door_r2' for 'door_r2'
22:29:48 : Invalid parent bone 'osa_door_l1' for 'door_l1'
22:29:48 : Invalid parent bone 'osa_door_l2' for 'door_l2'
22:29:48 : Invalid parent bone 'osa_kapota' for 'kapota'
22:29:48 : Invalid parent bone 'osa_kufr' for 'kufr'
22:29:48 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought CVPI_TrooperSL_Patrol with ID "62930780640223""
22:30:00 "RUNNING EVENT: crash_spawner on [2016,5,27,15,30]"

Above is the most recent RPT log  where the option wasnt showing at all

Spoiler

=====================================================================
== C:\Users\Garre\Desktop\Server\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
=====================================================================
Exe timestamp: 2016/05/25 10:09:40
Current time:  2016/05/27 18:38:59

Version 1.63.131129
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
18:39:12 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
18:39:13 Connected to Steam servers
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:32 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
18:39:41 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
18:39:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
18:39:50 "DayZ Epoch: MPframework inited"
18:39:54 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
18:40:23 "Admin Tools: config.sqf loaded"
18:40:23 "Admin Tools: variables.sqf loaded"
18:40:23 "Res3tting B!S effects..."
18:40:23 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
18:40:27 "HIVE: Starting"
18:40:27 "HIVE: trying to get objects"
18:40:27 "HIVE: found 356 objects"
18:40:27 "HIVE: Commence Object Streaming..."
18:40:27 "HIVE: got 0 Epoch Objects and 356 Vehicles"
18:40:29 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
18:40:29 UH1Y_DZE: ObsGun - unknown animation source ObsGun
18:40:30 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
18:40:30 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
18:40:35 : Invalid parent bone 'osa_door_r1' for 'door_r1'
18:40:35 : Invalid parent bone 'osa_door_r2' for 'door_r2'
18:40:35 : Invalid parent bone 'osa_door_l1' for 'door_l1'
18:40:35 : Invalid parent bone 'osa_door_l2' for 'door_l2'
18:40:35 : Invalid parent bone 'osa_kapota' for 'kapota'
18:40:35 : Invalid parent bone 'osa_kufr' for 'kufr'
18:40:35 "HIVE: Vehicle Spawn limit reached!"
18:40:35 "HIVE: Spawning # of Debris: 300"
18:40:35 "HIVE: Spawning # of Ammo Boxes: 3"
18:40:35 "HIVE: Spawning # of Veins: 50"
18:40:35 "Total Number of spawn locations 5"
18:40:35 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
18:40:35 "[DZAI] Reading DZAI configuration file."
18:40:35 "[DZAI] DZAI configuration file loaded."
18:40:35 "[DZAI] Compiling DZAI functions."
18:40:38 "[DZAI] DZAI functions compiled."
18:40:38 "[DZAI] Epoch classnames loaded."
18:40:38 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
18:40:38 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
18:40:38 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
18:40:38 "[DZAI] DZAI loading completed in 2.7 seconds."
18:40:38 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
18:40:43 "EPOCH EVENTS INIT"
18:40:47 "DEBUG VEIN: Too many objects at [5332.74,8271.84]"
18:40:48 "DEBUG VEIN: Too many objects at [3913.29,9799.81]"
18:40:50 Server: Object 3:8 not found (message 70)
18:40:50 "TIME SYNC: Local Time set to [2013,8,3,15,40]"
18:40:51 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
18:40:52 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
18:40:59 "[AGN] Starting Trader City Safezone Commander!"
18:40:59 "Error: Attempting to start AGN products on a server where it should not be!"
18:41:53 "[DZAI] Verified 194 unique classnames in 21.886 seconds."
18:41:53 "Chernarus spawn areas loaded."
18:41:54 "Chernarus static spawn configuration loaded."
18:42:20 No owner
18:43:51 Server: Object 3:81 not found (message 91)
18:44:01 Server: Object 3:85 not found (message 70)
18:44:05 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
18:44:06 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:34 "PDEATH: Player Died 76561198136794496"
18:44:44 "get: STRING (76561198136794496), sent: STRING (76561198136794496)"
18:44:44 "DISCONNECT: Giggles (76561198136794496) Object: B 1-1-C:1 (Giggles) REMOTE, _characterID: 30 at loc [-7239.67,19539.3,0.245972]"
18:44:44 "ERROR: server_playerSync: Cannot Sync Player Giggles [30]. Position in debug! [-7239.67,19539.3,0.245972]"

and that one is the most recent where it was showing but wasnt working.

Any help is much appreciated, Thank You :)

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9 hours ago, Giggles said:

Well, this is basically a last resort, ive been working on this for a few hours now.

My problem is that this isnt working for me at all, lol.

 

Ive followed the above intructions (the post i quoted) and I had the option to change vehicle key, when I selected it, it would notify me key blah was moved to backpack and then the vehicle became locked and i couldnt access it unless i pulled the key back out, i check the rpt and all it shows each time i try is "No owner" ive tried turning claiming on and off, same issue. I just restarted the server and went back in, now i dont even have the option. Im running Overpoch on the latest versions put out on a windows 10 PC. Im using DZAI, AdminTools, SingleCurrency and walkingZombies. I hope this thread hasnt died off to no help, and anything is much appreciated.

  Reveal hidden contents

=====================================================================
== C:\Users\Garre\Desktop\Server\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "[email protected] ;@DayZ_Epoch;@DayZ_Overwatch_Server;"
=====================================================================
Exe timestamp: 2016/05/25 10:09:40
Current time:  2016/05/27 22:24:15

Version 1.63.131129
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
22:24:28 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
22:24:29 Connected to Steam servers
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:41 Server error: Player without identity Giggles (id 1882689653)
22:26:42 Server error: Player without identity Giggles (id 1882689653)
22:26:42 Server error: Player without identity Giggles (id 1882689653)
22:26:48 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
22:26:57 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
22:26:57 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
22:26:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
22:27:06 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
22:27:06 "DayZ Epoch: MPframework inited"
22:27:10 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:10 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
22:27:40 "Admin Tools: config.sqf loaded"
22:27:40 "Admin Tools: variables.sqf loaded"
22:27:40 "Res3tting B!S effects..."
22:27:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
22:27:44 "HIVE: Starting"
22:27:44 "HIVE: trying to get objects"
22:27:44 "HIVE: found 356 objects"
22:27:44 "HIVE: Commence Object Streaming..."
22:27:44 "HIVE: got 0 Epoch Objects and 356 Vehicles"
22:27:46 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
22:27:46 UH1Y_DZE: ObsGun - unknown animation source ObsGun
22:27:46 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
22:27:46 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
22:27:52 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
22:27:52 : Invalid parent bone 'osa_door_r1' for 'door_r1'
22:27:52 : Invalid parent bone 'osa_door_r2' for 'door_r2'
22:27:52 : Invalid parent bone 'osa_door_l1' for 'door_l1'
22:27:52 : Invalid parent bone 'osa_door_l2' for 'door_l2'
22:27:52 : Invalid parent bone 'osa_kapota' for 'kapota'
22:27:52 : Invalid parent bone 'osa_kufr' for 'kufr'
22:27:52 "HIVE: Vehicle Spawn limit reached!"
22:27:52 "HIVE: Spawning # of Debris: 300"
22:27:52 "HIVE: Spawning # of Ammo Boxes: 3"
22:27:52 "HIVE: Spawning # of Veins: 50"
22:27:52 "Total Number of spawn locations 5"
22:27:52 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
22:27:52 "[DZAI] Reading DZAI configuration file."
22:27:52 "[DZAI] DZAI configuration file loaded."
22:27:52 "[DZAI] Compiling DZAI functions."
22:27:57 "[DZAI] DZAI functions compiled."
22:27:57 "[DZAI] Epoch classnames loaded."
22:27:57 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
22:27:57 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
22:27:57 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
22:27:57 "[DZAI] DZAI loading completed in 4.97099 seconds."
22:27:58 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
22:28:15 "EPOCH EVENTS INIT"
22:28:18 "DEBUG VEIN: Too many objects at [5161.43,9131.76]"
22:28:21 "[AGN] Starting Trader City Safezone Commander!"
22:28:21 "Error: Attempting to start AGN products on a server where it should not be!"
22:28:22 "TIME SYNC: Local Time set to [2013,8,3,15,28]"
22:28:33 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
22:28:46 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
22:29:00 "DELETE: Giggles Deleted by ID: 409"
22:29:03 "[DZAI] Verified 194 unique classnames in 14.851 seconds."
22:29:03 "Chernarus spawn areas loaded."
22:29:04 "Chernarus static spawn configuration loaded."
22:29:13 "DELETE: Giggles Deleted by ID: 410"
22:29:32 No owner
22:29:35 "PUBLISH: Attempt 2b743200# 1056052: arrow_down_large_ep1.p3d REMOTE"
22:29:35 "HIVE: WRITE: "CHILD:308:11:car_sedan:0:6011:[182,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640260:""
22:29:36 "HIVE: WRITE: "CHILD:388:62930780640260:""
22:29:36 "CUSTOM: Selected "411""
22:29:36 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought car_sedan with ID "62930780640260""
22:29:47 "PUBLISH: Attempt 2aed8f00# 1056054: arrow_down_large_ep1.p3d REMOTE"
22:29:47 "HIVE: WRITE: "CHILD:308:11:CVPI_TrooperSL_Patrol:0:6140:[132,[6292.99,7806.43,0.000152588]]:[]:[]:1:62930780640223:""
22:29:48 "HIVE: WRITE: "CHILD:388:62930780640223:""
22:29:48 "CUSTOM: Selected "412""
22:29:48 : Invalid parent bone 'osa_door_r1' for 'door_r1'
22:29:48 : Invalid parent bone 'osa_door_r2' for 'door_r2'
22:29:48 : Invalid parent bone 'osa_door_l1' for 'door_l1'
22:29:48 : Invalid parent bone 'osa_door_l2' for 'door_l2'
22:29:48 : Invalid parent bone 'osa_kapota' for 'kapota'
22:29:48 : Invalid parent bone 'osa_kufr' for 'kufr'
22:29:48 "PUBLISH: B 1-1-C:1 (Giggles) REMOTE Bought CVPI_TrooperSL_Patrol with ID "62930780640223""
22:30:00 "RUNNING EVENT: crash_spawner on [2016,5,27,15,30]"

Above is the most recent RPT log  where the option wasnt showing at all

  Reveal hidden contents

=====================================================================
== C:\Users\Garre\Desktop\Server\arma2oaserver.exe
== "arma2oaserver.exe"  -port=2302 "-config=instance_1_Overpoch\config.cfg" "-cfg=instance_1_Overpoch\basic.cfg" "-profiles=instance_1_Overpoch" -name=instance_1_Overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Overwatch_Server;"
=====================================================================
Exe timestamp: 2016/05/25 10:09:40
Current time:  2016/05/27 18:38:59

Version 1.63.131129
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
Updating base class ReammoBox->Small_items, by corepatch\corepatch_additionalobjects\config.cpp/CfgVehicles/CardboardBox/
Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
Updating base class CA_Magazine->4000Rnd_762x51_M134, by corepatch\corepatch_ccp_71142_cit_13602_25047\config.cpp/CfgMagazines/2000Rnd_762x51_M134/
18:39:12 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
18:39:13 Connected to Steam servers
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:25 Server error: Player without identity Giggles (id 1131598308)
18:39:32 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
18:39:41 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
18:39:41 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
18:39:41 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
18:39:50 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
18:39:50 "DayZ Epoch: MPframework inited"
18:39:54 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
18:39:54 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
18:40:23 "Admin Tools: config.sqf loaded"
18:40:23 "Admin Tools: variables.sqf loaded"
18:40:23 "Res3tting B!S effects..."
18:40:23 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
18:40:27 "HIVE: Starting"
18:40:27 "HIVE: trying to get objects"
18:40:27 "HIVE: found 356 objects"
18:40:27 "HIVE: Commence Object Streaming..."
18:40:27 "HIVE: got 0 Epoch Objects and 356 Vehicles"
18:40:29 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
18:40:29 UH1Y_DZE: ObsGun - unknown animation source ObsGun
18:40:30 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
18:40:30 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota'
18:40:35 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr'
18:40:35 : Invalid parent bone 'osa_door_r1' for 'door_r1'
18:40:35 : Invalid parent bone 'osa_door_r2' for 'door_r2'
18:40:35 : Invalid parent bone 'osa_door_l1' for 'door_l1'
18:40:35 : Invalid parent bone 'osa_door_l2' for 'door_l2'
18:40:35 : Invalid parent bone 'osa_kapota' for 'kapota'
18:40:35 : Invalid parent bone 'osa_kufr' for 'kufr'
18:40:35 "HIVE: Vehicle Spawn limit reached!"
18:40:35 "HIVE: Spawning # of Debris: 300"
18:40:35 "HIVE: Spawning # of Ammo Boxes: 3"
18:40:35 "HIVE: Spawning # of Veins: 50"
18:40:35 "Total Number of spawn locations 5"
18:40:35 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI."
18:40:35 "[DZAI] Reading DZAI configuration file."
18:40:35 "[DZAI] DZAI configuration file loaded."
18:40:35 "[DZAI] Compiling DZAI functions."
18:40:38 "[DZAI] DZAI functions compiled."
18:40:38 "[DZAI] Epoch classnames loaded."
18:40:38 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."
18:40:38 "[DZAI] AI spawn settings: Static: true. Dynamic: true. Random: false. Air: false. Land: false."
18:40:38 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."
18:40:38 "[DZAI] DZAI loading completed in 2.7 seconds."
18:40:38 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
18:40:43 "EPOCH EVENTS INIT"
18:40:47 "DEBUG VEIN: Too many objects at [5332.74,8271.84]"
18:40:48 "DEBUG VEIN: Too many objects at [3913.29,9799.81]"
18:40:50 Server: Object 3:8 not found (message 70)
18:40:50 "TIME SYNC: Local Time set to [2013,8,3,15,40]"
18:40:51 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end
18:40:52 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208
18:40:59 "[AGN] Starting Trader City Safezone Commander!"
18:40:59 "Error: Attempting to start AGN products on a server where it should not be!"
18:41:53 "[DZAI] Verified 194 unique classnames in 21.886 seconds."
18:41:53 "Chernarus spawn areas loaded."
18:41:54 "Chernarus static spawn configuration loaded."
18:42:20 No owner
18:43:51 Server: Object 3:81 not found (message 91)
18:44:01 Server: Object 3:85 not found (message 70)
18:44:05 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
18:44:06 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:10 No owner
18:44:34 "PDEATH: Player Died 76561198136794496"
18:44:44 "get: STRING (76561198136794496), sent: STRING (76561198136794496)"
18:44:44 "DISCONNECT: Giggles (76561198136794496) Object: B 1-1-C:1 (Giggles) REMOTE, _characterID: 30 at loc [-7239.67,19539.3,0.245972]"
18:44:44 "ERROR: server_playerSync: Cannot Sync Player Giggles [30]. Position in debug! [-7239.67,19539.3,0.245972]"

and that one is the most recent where it was showing but wasnt working.

Any help is much appreciated, Thank You :)

you might need to use a different version of master key. read throughout the thread and im sure theres a later version, that hasnt been posted on the main page.

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8 hours ago, Giggles said:

Ive tried, 1.4, and whatever other ones were released in this thread by the community, they all have the same problems.

Here is mine. Not sure if its any different, but it works on 3 servers.

You might want to change the custom stuff in the init as well.

And if it doesnt work, then it might be something in the installation. GL

VehicleKeyChanger.sqf

Spoiler

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/* Setup the private variables */
private ["_magazinesPlayer","_max","_j","_actionArray","_targetVehicle","_targetVehicleID","_targetVehicleUID","_playerKeys","_playerKeysDisplayName","_targetVehicleKeyName","_itemKeyName","_targetVehicleClassname","_targetVehiclePos","_targetVehicleDir","_Price","_claimingPrice","_timeout"];

/* Remove the Action Menu entry */
player removeAction s_player_copyToKey;
s_player_copyToKey = 0;
player removeAction s_player_claimVehicle;
s_player_claimVehicle = 0;

/* Get the array and setup the variables */
_actionArray = _this select 3;
_targetVehicle = _actionArray select 0;
_targetVehicleID = _targetVehicle getVariable ["ObjectID","0"];
_targetVehicleUID = _targetVehicle getVariable ["ObjectUID","0"];
    

/* Check if the Vehicle is in the Database, if false exit */
if (_targetVehicleID == "0" && _targetVehicleUID == "0") exitWith {cutText ["Sorry but\nthis Vehicle does not support\nKeychange/Claiming!","PLAIN",0];s_player_copyToKey = -1;s_player_claimVehicle = -1;};

/* Setup more variables */
_playerKeys = _actionArray select 1;
_playerKeysDisplayName = _actionArray select 3;
_targetVehicleKeyName = _actionArray select 4;
_itemKeyName = _actionArray select 5;
_Price = _actionArray select 6;
_claimingPrice = _actionArray select 7;
_targetVehicleClassname = typeOf _targetVehicle;

_targetVehiclePos = getPosATL _targetVehicle;
_targetVehicleDir = getDir _targetVehicle;

/* Just in case it is a just bought vehicle and does not yet have a ObjectUID variable set */
if (_targetVehicleUID == "0") then {
    _targetVehicleUID = "";
    {
        _x = _x * 10;
        if ( _x < 0 ) then { _x = _x * -10 };
        _targetVehicleUID = _targetVehicleUID + str(round(_x));
    } forEach _targetVehiclePos;
    _targetVehicleUID = _targetVehicleUID + str(round(_targetVehicleDir + time));
    _targetVehicle setVariable["ObjectUID",_targetVehicleUID,true];
};
    
/* Setup the Key Names list to select from */
keyNameList = [];
for "_i" from 0 to (count _playerKeysDisplayName) -1 do {
    keyNameList set [(count keyNameList), _playerKeysDisplayName select _i];
};

/* Setup the Key Numbers list to select from */
keyNumberList = [];
for "_i" from 0 to (count _playerKeys) -1 do {
    keyNumberList set [(count keyNumberList), _playerKeys select _i];
};

/* Resetting menu variables*/
keyNameSelect = "";
exitscript = true;
snext = false;

/* Creating the menu */
copyMenu =
{
    private ["_keyMenu","_keyArray"];
    _keyMenu = [["",true], ["Select the new Key:", [-1], "", -5, [["expression", ""]], "1", "0"]];
    for "_i" from (_this select 0) to (_this select 1) do
    {
        _keyArray = [format['%1', keyNameList select (_i)], [_i - (_this select 0) + 2], "", -5, [["expression", format ["keyNameSelect = keyNameList select %1; keyNumberSelect = keyNumberList select %1", _i]]], "1", "1"];
        _keyMenu set [_i + 2, _keyArray];
    };
    _keyMenu set [(_this select 1) + 2, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    if (count keyNameList > (_this select 1)) then
    {
        _keyMenu set [(_this select 1) + 3, ["Next", [12], "", -5, [["expression", "snext = true;"]], "1", "1"]];
    } else {
        _keyMenu set [(_this select 1) + 3, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    };
    _keyMenu set [(_this select 1) + 4, ["Exit", [13], "", -5, [["expression", "keyNameSelect = 'exitscript';"]], "1", "1"]];
    showCommandingMenu "#USER:_keyMenu";
};

/* Wait for the player to select a Key from the list */
_j = 0;
_max = 10;
if (_max > 9) then {_max = 10;};
while {keyNameSelect == ""} do {
    [_j, (_j + _max) min (count keyNameList)] call copyMenu;
    _j = _j + _max;
    waitUntil {keyNameSelect != "" || snext};
    snext = false;
};

/* Player selected a Key, lets make the Vehicle update call */
if (keyNameSelect != "exitscript") then {
    
    /* Check again for the needed price or claiming price and remove em from the players inventory */
    _magazinesPlayer = magazines player;
    if (_Price != "0") then {
        /* Player still has the costs in hi inventory */
        if (_Price in _magazinesPlayer) then {
            [player, _Price, 1] call BIS_fnc_invRemove;
            systemChat (format["Keychange costs a %1, thanks for your Payment!", _Price]);
        
        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Keychange costs a %1, you had it and tried to trick the system - Keychange for this Vehicle disabled!", _Price]);
            
            /* This disables the Keychange ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    if (_claimingPrice != "0") then {
        /* Player still has the costs in hi inventory */
        if (_claimingPrice in _magazinesPlayer) then {
            [player, _claimingPrice, 1] call BIS_fnc_invRemove;
            systemChat (format["Claiming Vehicle costs a %1, thanks for your Payment!", _claimingPrice]);

        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Claiming Vehicle costs a %1, you had it and tried to trick the system - Claiming for this Vehicle disabled!", Price]);

            /* This disables the Claiming ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_claiming_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    /* We got the Money lets do our Job */
    /* Lock the vehicle */
    _targetVehicle setVehicleLock "LOCKED";
    
    /* The super duper OneForAllAnimation... */
    player playActionNow "Medic";
    
    /* Remove the Key from the Toolbelt of the player and put it in the Backpack - No Backpack and the Key gets lost */
    if (_itemKeyName != "0") then {
        if (!isNull (unitBackpack player)) then {
            [player, _itemKeyName, 1] call BIS_fnc_invRemove;
            (unitBackpack (vehicle player)) addWeaponCargoGlobal [_itemKeyName, 1];
            systemChat (format["%1 has been moved to your Backpack", _targetVehicleKeyName]);
        };
    };
    
    /* This calls the custom update function which we put it in server_updateObject.sqf */
    PVDZE_veh_Update = [_targetVehicle, "vehiclekey", player, _targetVehicleClassname, keyNumberSelect, keyNameSelect, _targetVehicleID, _targetVehicleUID]; 
    publicVariableServer "PVDZE_veh_Update"; 

    /* Wait for success or timeout */
    _timeout = 20;
    while {_timeout > 0 && isNil "PVDZE_vkc_Success"} do {
        if (_Price != "0") then {
            cutText["~~ Performing Keychange ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Performing Claim ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        sleep 1;
        _timeout = _timeout - 1;
    };

    /* Inform the player about the success and tell him to check the Key */
    if (!isNil "PVDZE_vkc_Success") then {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - SUCCESS ~~","PLAIN",1];
            systemChat (format["Changed Vehicle Key to %1", keyNameSelect]);
            systemChat (format["Please check Vehicle function with %1 before you throw away %2!", keyNameSelect, _targetVehicleKeyName]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - SUCCESS ~~","PLAIN",1];
            systemChat (format["You claimed this Vehicle with: %1", keyNameSelect]);
        };
        PVDZE_vkc_Success = nil;
        
        /* This updates the Vehicle as it is now, position, gear, damage, fuel */
        /* Should prevent the "backporting" some dudes reported. */
        /* Just fyi i never had that but just in case... */
        [nil,nil,nil,_targetVehicle] execVM "\z\addons\dayz_code\actions\forcesave.sqf";
    
    /* Something went wrong, inform the player and refund the costs */
    } else {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - FAIL ~~","PLAIN",1];
            systemChat (format["Sorry something went wrong", keyNameSelect]);
            systemChat (format["Please try again. If it keeps failing, please contact a Admin!", keyNameSelect, _targetVehicleKeyName]);
            [player,_Price] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_Price]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - FAIL ~~","PLAIN",1];
            systemChat ("Sorry something went wrong");
            systemChat ("Please try again. If it keeps failing, please contact a Admin!");
            [player,_claimingPrice] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_claimingPrice]);
        };
    };
};

/* Reset the action menu variables for a new run */
s_player_copyToKey = -1;
s_player_claimVehicle = -1;

/**************************************/
/* That's it, hope you enjoy this Mod */
/*                                    */
/* Yours sincerly,                    */
/* Otter                              */
/**************************************/

VehicleKeyChanger_init.sqf

Spoiler

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/////////////////////////////////////////////////
/////////////////////////////////////////////////
// Edit these settings to fit your needs/likes //
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/// Claim Vehicles that does not yet need Key ///
///////// 0 = Not allowed | 1 = Allowed /////////
vkc_claiming = 1;
/////////////////////////////////////////////////
//////// Claim Vehicles costs this Item /////////
/// Any Item can be used here, some examples: ///
//// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
////// ItemSilverBar10oz, ItemGoldBar10oz, //////
///// ItemBriefcase20oz, ItemBriefcase100oz /////
//////// set to "0" to disable the costs ////////
vkc_claimingPrice = "ItemGoldBar10oz";
/////////////////////////////////////////////////
////////// Change Key costs this Item// /////////
////////////// see above examples ///////////////
//////// set to "0" to disable the costs ////////
vkc_Price = "ItemSilverBar10oz";
/////////////////////////////////////////////////
/////// Need KeyKit to use this function ////////
////////// 0 = Not needed | 1 = Needed //////////
vkc_needKeykit = 1;
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/////////////// DONT EDIT BELOW ! ///////////////
/////////////////////////////////////////////////

ON_fnc_vkcReset = {
    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = -1;
    player removeAction s_player_copyToKey;
    s_player_copyToKey = -1;
    lastKeyChangeCursorTarget = [objNull,objNull];
    vkc_cTarget = objNull;
};

/* Wait for player full ingame so we can access the action-menu */
waitUntil {!isNil "dayz_animalCheck"};

/* Initial Reset */
[] call ON_fnc_vkcReset;

/* Start the loop check */
while{true} do {
    sleep 3;

    if ((vehicle player) == player) then {
    
        if (speed player <= 1) then {

            if (!isNull cursorTarget) then {
                _cursorTarget = cursorTarget;
                
                if ((_cursorTarget isKindOf "Motorcycle" || _cursorTarget isKindOf "Car" || _cursorTarget isKindOf "Air" || _cursorTarget isKindOf "Ship")) then {

                    if ((_cursorTarget distance player) <= 10) then {

                        if (!isEngineOn _cursorTarget) then {

                            vkc_carKey = _cursorTarget getVariable ["CharacterID","0"];

                            if (vkc_claiming == 1) then {
                            
                                if (vkc_carKey == "0") then {

                                    if ((lastKeyChangeCursorTarget select 0) != _cursorTarget) then {
                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                
                                        lastKeyChangeCursorTarget set [0,_cursorTarget];
                                        vkc_cTarget = lastKeyChangeCursorTarget select 0;
                                    };

                                    if (vkc_cTarget getVariable ["VKC_claming_disabled", 0] == 0) then {
                                        vkc_magazinesPlayer = magazines player;
                                        vkc_itemsPlayer = items player;
                                    
                                        if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && ((vkc_claimingPrice == "0" || vkc_claimingPrice in vkc_magazinesPlayer))) then {
                                            vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                            vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                            if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                                vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                                vkc_temp_keys = [];
                                                vkc_temp_keysDisplayName = [];
                                                vkc_temp_keysDisplayNameParse = [];
                                            
                                                {
    
                                                    if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                        vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                        vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                        vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                        vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    };
                                                } forEach vkc_itemsPlayer;

                                                if ((count vkc_temp_keys) > 0) then {
    
                                                    if (s_player_claimVehicle < 0) then {
                                                        s_player_claimVehicle = player addAction [("<t color='#00FFFF'>" + ("Claim Vehicle") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget,vkc_temp_keys,"0",vkc_temp_keysDisplayName,"0","0","0", vkc_claimingPrice],-1002,false,false,"",""];
                                                    };
    
                                                } else {

                                                    player removeAction s_player_claimVehicle;
                                                    s_player_claimVehicle = -1;
                                                };

                                            } else {

                                                player removeAction s_player_claimVehicle;
                                                s_player_claimVehicle = -1;
                                            };

                                        } else {

                                            player removeAction s_player_claimVehicle;
                                            s_player_claimVehicle = -1;
                                        };

                                    } else {

                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                    };

                                } else {

                                    player removeAction s_player_claimVehicle;
                                    s_player_claimVehicle = -1;
                                };

                            } else {

                                player removeAction s_player_claimVehicle;
                                s_player_claimVehicle = -1;
                            };

                            if (vkc_carKey != "0") then {

                                if ((lastKeyChangeCursorTarget select 1) != _cursorTarget) then {
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;

                                    lastKeyChangeCursorTarget set [1,_cursorTarget];
                                    vkc_cTarget = lastKeyChangeCursorTarget select 1;
                                };

                                if (vkc_cTarget getVariable ["VKC_disabled",0] == 0) then {

                                    vkc_magazinesPlayer = magazines player;
                                    vkc_itemsPlayer = items player;

                                    if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && (vkc_Price == "0" || vkc_Price in vkc_magazinesPlayer)) then {

                                        vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                        vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                        if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                
                                            vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                            vkc_temp_keys = [];
                                            vkc_temp_keysDisplayName = [];
                                            vkc_temp_keysDisplayNameParse = [];
                                            vkc_temp_keysParse = [];

                                            {

                                                if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                    vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                    vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                    vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                    vkc_temp_keysDisplayNameParse set [vkc_ownerKeyId,vkc_keyName];
                                                    vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    vkc_temp_keysParse set [vkc_ownerKeyId, _x];
                                                };
                                            } forEach vkc_itemsPlayer;

                                            vkc_hasKey = vkc_carKey in vkc_temp_keys;

                                            if (vkc_hasKey && (count vkc_temp_keys) > 1) then {
                                                vkc_carKeyName = (vkc_temp_keysDisplayNameParse select (parseNumber vkc_carKey));
                                                vkc_targetVehicleKey = (vkc_temp_keysParse select (parseNumber vkc_carKey));
                                                vkc_temp_keys = vkc_temp_keys - [vkc_carKey];
                                                vkc_temp_keysDisplayName = vkc_temp_keysDisplayName - [vkc_carKeyName];

                                                if (s_player_copyToKey < 0) then {
                                                    s_player_copyToKey = player addAction [("<t color=""#0000FF"">" + ("Change Vehicle Key") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget, vkc_temp_keys, vkc_carKey, vkc_temp_keysDisplayName, vkc_carKeyName, vkc_targetVehicleKey, vkc_Price, "0"],-1002,false,false,"",""];
                                                };

                                            } else {
                                        
                                                player removeAction s_player_copyToKey;
                                                s_player_copyToKey = -1;
                                            };

                                        } else {
                                        
                                            player removeAction s_player_copyToKey;
                                            s_player_copyToKey = -1;
                                        };

                                    } else {
                                    
                                        player removeAction s_player_copyToKey;
                                        s_player_copyToKey = -1;
                                    };
                            
                                } else {
                                    
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;
                                };

                            } else {
                                    
                                player removeAction s_player_copyToKey;
                                s_player_copyToKey = -1;
                            };

                        } else {
                            
                            [] call ON_fnc_vkcReset;
                        };

                    } else {

                        [] call ON_fnc_vkcReset;
                    };

                } else {

                    [] call ON_fnc_vkcReset;
                };

            } else {

                [] call ON_fnc_vkcReset;
            };

        } else {

            [] call ON_fnc_vkcReset;
        };

    } else {

        [] call ON_fnc_vkcReset;
    };

};

 

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22 hours ago, theduke said:

Here is mine. Not sure if its any different, but it works on 3 servers.

You might want to change the custom stuff in the init as well.

And if it doesnt work, then it might be something in the installation. GL

VehicleKeyChanger.sqf

  Reveal hidden contents

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/* Setup the private variables */
private ["_magazinesPlayer","_max","_j","_actionArray","_targetVehicle","_targetVehicleID","_targetVehicleUID","_playerKeys","_playerKeysDisplayName","_targetVehicleKeyName","_itemKeyName","_targetVehicleClassname","_targetVehiclePos","_targetVehicleDir","_Price","_claimingPrice","_timeout"];

/* Remove the Action Menu entry */
player removeAction s_player_copyToKey;
s_player_copyToKey = 0;
player removeAction s_player_claimVehicle;
s_player_claimVehicle = 0;

/* Get the array and setup the variables */
_actionArray = _this select 3;
_targetVehicle = _actionArray select 0;
_targetVehicleID = _targetVehicle getVariable ["ObjectID","0"];
_targetVehicleUID = _targetVehicle getVariable ["ObjectUID","0"];
    

/* Check if the Vehicle is in the Database, if false exit */
if (_targetVehicleID == "0" && _targetVehicleUID == "0") exitWith {cutText ["Sorry but\nthis Vehicle does not support\nKeychange/Claiming!","PLAIN",0];s_player_copyToKey = -1;s_player_claimVehicle = -1;};

/* Setup more variables */
_playerKeys = _actionArray select 1;
_playerKeysDisplayName = _actionArray select 3;
_targetVehicleKeyName = _actionArray select 4;
_itemKeyName = _actionArray select 5;
_Price = _actionArray select 6;
_claimingPrice = _actionArray select 7;
_targetVehicleClassname = typeOf _targetVehicle;

_targetVehiclePos = getPosATL _targetVehicle;
_targetVehicleDir = getDir _targetVehicle;

/* Just in case it is a just bought vehicle and does not yet have a ObjectUID variable set */
if (_targetVehicleUID == "0") then {
    _targetVehicleUID = "";
    {
        _x = _x * 10;
        if ( _x < 0 ) then { _x = _x * -10 };
        _targetVehicleUID = _targetVehicleUID + str(round(_x));
    } forEach _targetVehiclePos;
    _targetVehicleUID = _targetVehicleUID + str(round(_targetVehicleDir + time));
    _targetVehicle setVariable["ObjectUID",_targetVehicleUID,true];
};
    
/* Setup the Key Names list to select from */
keyNameList = [];
for "_i" from 0 to (count _playerKeysDisplayName) -1 do {
    keyNameList set [(count keyNameList), _playerKeysDisplayName select _i];
};

/* Setup the Key Numbers list to select from */
keyNumberList = [];
for "_i" from 0 to (count _playerKeys) -1 do {
    keyNumberList set [(count keyNumberList), _playerKeys select _i];
};

/* Resetting menu variables*/
keyNameSelect = "";
exitscript = true;
snext = false;

/* Creating the menu */
copyMenu =
{
    private ["_keyMenu","_keyArray"];
    _keyMenu = [["",true], ["Select the new Key:", [-1], "", -5, [["expression", ""]], "1", "0"]];
    for "_i" from (_this select 0) to (_this select 1) do
    {
        _keyArray = [format['%1', keyNameList select (_i)], [_i - (_this select 0) + 2], "", -5, [["expression", format ["keyNameSelect = keyNameList select %1; keyNumberSelect = keyNumberList select %1", _i]]], "1", "1"];
        _keyMenu set [_i + 2, _keyArray];
    };
    _keyMenu set [(_this select 1) + 2, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    if (count keyNameList > (_this select 1)) then
    {
        _keyMenu set [(_this select 1) + 3, ["Next", [12], "", -5, [["expression", "snext = true;"]], "1", "1"]];
    } else {
        _keyMenu set [(_this select 1) + 3, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    };
    _keyMenu set [(_this select 1) + 4, ["Exit", [13], "", -5, [["expression", "keyNameSelect = 'exitscript';"]], "1", "1"]];
    showCommandingMenu "#USER:_keyMenu";
};

/* Wait for the player to select a Key from the list */
_j = 0;
_max = 10;
if (_max > 9) then {_max = 10;};
while {keyNameSelect == ""} do {
    [_j, (_j + _max) min (count keyNameList)] call copyMenu;
    _j = _j + _max;
    waitUntil {keyNameSelect != "" || snext};
    snext = false;
};

/* Player selected a Key, lets make the Vehicle update call */
if (keyNameSelect != "exitscript") then {
    
    /* Check again for the needed price or claiming price and remove em from the players inventory */
    _magazinesPlayer = magazines player;
    if (_Price != "0") then {
        /* Player still has the costs in hi inventory */
        if (_Price in _magazinesPlayer) then {
            [player, _Price, 1] call BIS_fnc_invRemove;
            systemChat (format["Keychange costs a %1, thanks for your Payment!", _Price]);
        
        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Keychange costs a %1, you had it and tried to trick the system - Keychange for this Vehicle disabled!", _Price]);
            
            /* This disables the Keychange ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    if (_claimingPrice != "0") then {
        /* Player still has the costs in hi inventory */
        if (_claimingPrice in _magazinesPlayer) then {
            [player, _claimingPrice, 1] call BIS_fnc_invRemove;
            systemChat (format["Claiming Vehicle costs a %1, thanks for your Payment!", _claimingPrice]);

        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Claiming Vehicle costs a %1, you had it and tried to trick the system - Claiming for this Vehicle disabled!", Price]);

            /* This disables the Claiming ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_claiming_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    /* We got the Money lets do our Job */
    /* Lock the vehicle */
    _targetVehicle setVehicleLock "LOCKED";
    
    /* The super duper OneForAllAnimation... */
    player playActionNow "Medic";
    
    /* Remove the Key from the Toolbelt of the player and put it in the Backpack - No Backpack and the Key gets lost */
    if (_itemKeyName != "0") then {
        if (!isNull (unitBackpack player)) then {
            [player, _itemKeyName, 1] call BIS_fnc_invRemove;
            (unitBackpack (vehicle player)) addWeaponCargoGlobal [_itemKeyName, 1];
            systemChat (format["%1 has been moved to your Backpack", _targetVehicleKeyName]);
        };
    };
    
    /* This calls the custom update function which we put it in server_updateObject.sqf */
    PVDZE_veh_Update = [_targetVehicle, "vehiclekey", player, _targetVehicleClassname, keyNumberSelect, keyNameSelect, _targetVehicleID, _targetVehicleUID]; 
    publicVariableServer "PVDZE_veh_Update"; 

    /* Wait for success or timeout */
    _timeout = 20;
    while {_timeout > 0 && isNil "PVDZE_vkc_Success"} do {
        if (_Price != "0") then {
            cutText["~~ Performing Keychange ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Performing Claim ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        sleep 1;
        _timeout = _timeout - 1;
    };

    /* Inform the player about the success and tell him to check the Key */
    if (!isNil "PVDZE_vkc_Success") then {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - SUCCESS ~~","PLAIN",1];
            systemChat (format["Changed Vehicle Key to %1", keyNameSelect]);
            systemChat (format["Please check Vehicle function with %1 before you throw away %2!", keyNameSelect, _targetVehicleKeyName]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - SUCCESS ~~","PLAIN",1];
            systemChat (format["You claimed this Vehicle with: %1", keyNameSelect]);
        };
        PVDZE_vkc_Success = nil;
        
        /* This updates the Vehicle as it is now, position, gear, damage, fuel */
        /* Should prevent the "backporting" some dudes reported. */
        /* Just fyi i never had that but just in case... */
        [nil,nil,nil,_targetVehicle] execVM "\z\addons\dayz_code\actions\forcesave.sqf";
    
    /* Something went wrong, inform the player and refund the costs */
    } else {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - FAIL ~~","PLAIN",1];
            systemChat (format["Sorry something went wrong", keyNameSelect]);
            systemChat (format["Please try again. If it keeps failing, please contact a Admin!", keyNameSelect, _targetVehicleKeyName]);
            [player,_Price] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_Price]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - FAIL ~~","PLAIN",1];
            systemChat ("Sorry something went wrong");
            systemChat ("Please try again. If it keeps failing, please contact a Admin!");
            [player,_claimingPrice] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_claimingPrice]);
        };
    };
};

/* Reset the action menu variables for a new run */
s_player_copyToKey = -1;
s_player_claimVehicle = -1;

/**************************************/
/* That's it, hope you enjoy this Mod */
/*                                    */
/* Yours sincerly,                    */
/* Otter                              */
/**************************************/

VehicleKeyChanger_init.sqf

  Reveal hidden contents

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/////////////////////////////////////////////////
/////////////////////////////////////////////////
// Edit these settings to fit your needs/likes //
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/// Claim Vehicles that does not yet need Key ///
///////// 0 = Not allowed | 1 = Allowed /////////
vkc_claiming = 1;
/////////////////////////////////////////////////
//////// Claim Vehicles costs this Item /////////
/// Any Item can be used here, some examples: ///
//// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
////// ItemSilverBar10oz, ItemGoldBar10oz, //////
///// ItemBriefcase20oz, ItemBriefcase100oz /////
//////// set to "0" to disable the costs ////////
vkc_claimingPrice = "ItemGoldBar10oz";
/////////////////////////////////////////////////
////////// Change Key costs this Item// /////////
////////////// see above examples ///////////////
//////// set to "0" to disable the costs ////////
vkc_Price = "ItemSilverBar10oz";
/////////////////////////////////////////////////
/////// Need KeyKit to use this function ////////
////////// 0 = Not needed | 1 = Needed //////////
vkc_needKeykit = 1;
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/////////////// DONT EDIT BELOW ! ///////////////
/////////////////////////////////////////////////

ON_fnc_vkcReset = {
    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = -1;
    player removeAction s_player_copyToKey;
    s_player_copyToKey = -1;
    lastKeyChangeCursorTarget = [objNull,objNull];
    vkc_cTarget = objNull;
};

/* Wait for player full ingame so we can access the action-menu */
waitUntil {!isNil "dayz_animalCheck"};

/* Initial Reset */
[] call ON_fnc_vkcReset;

/* Start the loop check */
while{true} do {
    sleep 3;

    if ((vehicle player) == player) then {
    
        if (speed player <= 1) then {

            if (!isNull cursorTarget) then {
                _cursorTarget = cursorTarget;
                
                if ((_cursorTarget isKindOf "Motorcycle" || _cursorTarget isKindOf "Car" || _cursorTarget isKindOf "Air" || _cursorTarget isKindOf "Ship")) then {

                    if ((_cursorTarget distance player) <= 10) then {

                        if (!isEngineOn _cursorTarget) then {

                            vkc_carKey = _cursorTarget getVariable ["CharacterID","0"];

                            if (vkc_claiming == 1) then {
                            
                                if (vkc_carKey == "0") then {

                                    if ((lastKeyChangeCursorTarget select 0) != _cursorTarget) then {
                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                
                                        lastKeyChangeCursorTarget set [0,_cursorTarget];
                                        vkc_cTarget = lastKeyChangeCursorTarget select 0;
                                    };

                                    if (vkc_cTarget getVariable ["VKC_claming_disabled", 0] == 0) then {
                                        vkc_magazinesPlayer = magazines player;
                                        vkc_itemsPlayer = items player;
                                    
                                        if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && ((vkc_claimingPrice == "0" || vkc_claimingPrice in vkc_magazinesPlayer))) then {
                                            vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                            vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                            if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                                vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                                vkc_temp_keys = [];
                                                vkc_temp_keysDisplayName = [];
                                                vkc_temp_keysDisplayNameParse = [];
                                            
                                                {
    
                                                    if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                        vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                        vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                        vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                        vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    };
                                                } forEach vkc_itemsPlayer;

                                                if ((count vkc_temp_keys) > 0) then {
    
                                                    if (s_player_claimVehicle < 0) then {
                                                        s_player_claimVehicle = player addAction [("<t color='#00FFFF'>" + ("Claim Vehicle") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget,vkc_temp_keys,"0",vkc_temp_keysDisplayName,"0","0","0", vkc_claimingPrice],-1002,false,false,"",""];
                                                    };
    
                                                } else {

                                                    player removeAction s_player_claimVehicle;
                                                    s_player_claimVehicle = -1;
                                                };

                                            } else {

                                                player removeAction s_player_claimVehicle;
                                                s_player_claimVehicle = -1;
                                            };

                                        } else {

                                            player removeAction s_player_claimVehicle;
                                            s_player_claimVehicle = -1;
                                        };

                                    } else {

                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                    };

                                } else {

                                    player removeAction s_player_claimVehicle;
                                    s_player_claimVehicle = -1;
                                };

                            } else {

                                player removeAction s_player_claimVehicle;
                                s_player_claimVehicle = -1;
                            };

                            if (vkc_carKey != "0") then {

                                if ((lastKeyChangeCursorTarget select 1) != _cursorTarget) then {
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;

                                    lastKeyChangeCursorTarget set [1,_cursorTarget];
                                    vkc_cTarget = lastKeyChangeCursorTarget select 1;
                                };

                                if (vkc_cTarget getVariable ["VKC_disabled",0] == 0) then {

                                    vkc_magazinesPlayer = magazines player;
                                    vkc_itemsPlayer = items player;

                                    if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && (vkc_Price == "0" || vkc_Price in vkc_magazinesPlayer)) then {

                                        vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                        vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                        if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                
                                            vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                            vkc_temp_keys = [];
                                            vkc_temp_keysDisplayName = [];
                                            vkc_temp_keysDisplayNameParse = [];
                                            vkc_temp_keysParse = [];

                                            {

                                                if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                    vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                    vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                    vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                    vkc_temp_keysDisplayNameParse set [vkc_ownerKeyId,vkc_keyName];
                                                    vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    vkc_temp_keysParse set [vkc_ownerKeyId, _x];
                                                };
                                            } forEach vkc_itemsPlayer;

                                            vkc_hasKey = vkc_carKey in vkc_temp_keys;

                                            if (vkc_hasKey && (count vkc_temp_keys) > 1) then {
                                                vkc_carKeyName = (vkc_temp_keysDisplayNameParse select (parseNumber vkc_carKey));
                                                vkc_targetVehicleKey = (vkc_temp_keysParse select (parseNumber vkc_carKey));
                                                vkc_temp_keys = vkc_temp_keys - [vkc_carKey];
                                                vkc_temp_keysDisplayName = vkc_temp_keysDisplayName - [vkc_carKeyName];

                                                if (s_player_copyToKey < 0) then {
                                                    s_player_copyToKey = player addAction [("<t color=""#0000FF"">" + ("Change Vehicle Key") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget, vkc_temp_keys, vkc_carKey, vkc_temp_keysDisplayName, vkc_carKeyName, vkc_targetVehicleKey, vkc_Price, "0"],-1002,false,false,"",""];
                                                };

                                            } else {
                                        
                                                player removeAction s_player_copyToKey;
                                                s_player_copyToKey = -1;
                                            };

                                        } else {
                                        
                                            player removeAction s_player_copyToKey;
                                            s_player_copyToKey = -1;
                                        };

                                    } else {
                                    
                                        player removeAction s_player_copyToKey;
                                        s_player_copyToKey = -1;
                                    };
                            
                                } else {
                                    
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;
                                };

                            } else {
                                    
                                player removeAction s_player_copyToKey;
                                s_player_copyToKey = -1;
                            };

                        } else {
                            
                            [] call ON_fnc_vkcReset;
                        };

                    } else {

                        [] call ON_fnc_vkcReset;
                    };

                } else {

                    [] call ON_fnc_vkcReset;
                };

            } else {

                [] call ON_fnc_vkcReset;
            };

        } else {

            [] call ON_fnc_vkcReset;
        };

    } else {

        [] call ON_fnc_vkcReset;
    };

};

 

This isnt the one working with Zupas coin system is it? If its not ill just set all costs to 0, no biggy.. I havent tried it yet but will here soon, thank you for your help and quick responses :)

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  • 2 months later...
  • 3 months later...
5 hours ago, _Lance_ said:

I'm installing this on my test server tonight to see if it's compatible with 1.0.6 - I will report back afterwards.

I installed it and the scroll option would not come up. It was like it was not there. No Errors in both RPTs.  So hopefully you can get it to go.

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If the scroll menu wasn't coming up it was infistar prob blocking it with _cmenu - I'll report back on this one shortly, testing safe zone delete vehicles right now.

UPDATE: Had no luck at all on this one, no menus even with infistar bcm/cmenu blocking turned off - I have two other mods to verify tonight and then I'll try this one again, ragnar wasn't joking, the server_updateobject.sqf IS VASTLY different so I probably missed a required edit somewhere..

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I can get the scroll option to show but i can't get it to function properly. I will leave this here and hopefully someone can figure out what to do server side to get it to save the right way.

VehicleKeyChanger_init.sqf

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/////////////////////////////////////////////////
/////////////////////////////////////////////////
// Edit these settings to fit your needs/likes //
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/// Claim Vehicles that does not yet need Key ///
///////// 0 = Not allowed | 1 = Allowed /////////
vkc_claiming = 1;
/////////////////////////////////////////////////
//////// Claim Vehicles costs this Item /////////
/// Any Item can be used here, some examples: ///
//// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
////// ItemSilverBar10oz, ItemGoldBar10oz, //////
///// ItemBriefcase20oz, ItemBriefcase100oz /////
//////// set to "0" to disable the costs ////////
vkc_claimingPrice = "0";
/////////////////////////////////////////////////
////////// Change Key costs this Item// /////////
////////////// see above examples ///////////////
//////// set to "0" to disable the costs ////////
vkc_Price = "0";
/////////////////////////////////////////////////
/////// Need KeyKit to use this function ////////
////////// 0 = Not needed | 1 = Needed //////////
vkc_needKeykit = 0;
/////////////////////////////////////////////////
/////////////////////////////////////////////////
/////////////// DONT EDIT BELOW ! ///////////////
/////////////////////////////////////////////////

ON_fnc_vkcReset = {
    player removeAction s_player_claimVehicle;
    s_player_claimVehicle = -1;
    player removeAction s_player_copyToKey;
    s_player_copyToKey = -1;
    lastKeyChangeCursorTarget = [objNull,objNull];
    vkc_cTarget = objNull;
};

/* Wait for player full ingame so we can access the action-menu */
waitUntil{!isNil "PVDZ_plr_LoginRecord"};

/* Initial Reset */
[] call ON_fnc_vkcReset;

/* Start the loop check */
while{true} do {
    sleep 3;

    if ((vehicle player) == player) then {
    
        if (speed player <= 1) then {

            if (!isNull cursorTarget) then {
                _cursorTarget = cursorTarget;
                
                if ((_cursorTarget isKindOf "Motorcycle" || _cursorTarget isKindOf "Car" || _cursorTarget isKindOf "Air" || _cursorTarget isKindOf "Ship")) then {

                    if ((_cursorTarget distance player) <= 10) then {

                        if (!isEngineOn _cursorTarget) then {

                            vkc_carKey = _cursorTarget getVariable ["CharacterID","0"];

                            if (vkc_claiming == 1) then {
                            
                                if (vkc_carKey == "0") then {

                                    if ((lastKeyChangeCursorTarget select 0) != _cursorTarget) then {
                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                
                                        lastKeyChangeCursorTarget set [0,_cursorTarget];
                                        vkc_cTarget = lastKeyChangeCursorTarget select 0;
                                    };

                                    if (vkc_cTarget getVariable ["VKC_claming_disabled", 0] == 0) then {
                                        vkc_magazinesPlayer = magazines player;
                                        vkc_itemsPlayer = weapons player;
                                    
                                        if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && ((vkc_claimingPrice == "0" || vkc_claimingPrice in vkc_magazinesPlayer))) then {
                                            vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                            vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                            if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                                vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                                vkc_temp_keys = [];
                                                vkc_temp_keysDisplayName = [];
                                                vkc_temp_keysDisplayNameParse = [];
                                            
                                                {
    
                                                    if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                        vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                        vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                        vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                        vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    };
                                                } forEach vkc_itemsPlayer;

                                                if ((count vkc_temp_keys) > 0) then {
    
                                                    if (s_player_claimVehicle < 0) then {
                                                        s_player_claimVehicle = player addAction [("<t color='#00FFFF'>" + ("Claim Vehicle") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget,vkc_temp_keys,"0",vkc_temp_keysDisplayName,"0","0","0", vkc_claimingPrice],-1002,false,false,"",""];
                                                    };
    
                                                } else {

                                                    player removeAction s_player_claimVehicle;
                                                    s_player_claimVehicle = -1;
                                                };

                                            } else {

                                                player removeAction s_player_claimVehicle;
                                                s_player_claimVehicle = -1;
                                            };

                                        } else {

                                            player removeAction s_player_claimVehicle;
                                            s_player_claimVehicle = -1;
                                        };

                                    } else {

                                        player removeAction s_player_claimVehicle;
                                        s_player_claimVehicle = -1;
                                    };

                                } else {

                                    player removeAction s_player_claimVehicle;
                                    s_player_claimVehicle = -1;
                                };

                            } else {

                                player removeAction s_player_claimVehicle;
                                s_player_claimVehicle = -1;
                            };

                            if (vkc_carKey != "0") then {

                                if ((lastKeyChangeCursorTarget select 1) != _cursorTarget) then {
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;

                                    lastKeyChangeCursorTarget set [1,_cursorTarget];
                                    vkc_cTarget = lastKeyChangeCursorTarget select 1;
                                };

                                if (vkc_cTarget getVariable ["VKC_disabled",0] == 0) then {

                                    vkc_magazinesPlayer = magazines player;
                                    vkc_itemsPlayer = weapons player;

                                    if (("ItemKeyKit" in vkc_itemsPlayer || vkc_needKeykit == 0) && (vkc_Price == "0" || vkc_Price in vkc_magazinesPlayer)) then {

                                        vkc_objectID = vkc_cTarget getVariable ["ObjectID","0"];
                                        vkc_objectUID = vkc_cTarget getVariable ["ObjectUID","0"];

                                        if (!(vkc_objectID == "0" && vkc_objectUID == "0")) then {
                                
                                            vkc_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
                                            vkc_temp_keys = [];
                                            vkc_temp_keysDisplayName = [];
                                            vkc_temp_keysDisplayNameParse = [];
                                            vkc_temp_keysParse = [];

                                            {

                                                if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in vkc_key_colors) then {
                                                    vkc_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
                                                    vkc_keyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
                                                    vkc_temp_keysDisplayName set [count vkc_temp_keysDisplayName,vkc_keyName];
                                                    vkc_temp_keysDisplayNameParse set [vkc_ownerKeyId,vkc_keyName];
                                                    vkc_temp_keys set [count vkc_temp_keys,str(vkc_ownerKeyId)];
                                                    vkc_temp_keysParse set [vkc_ownerKeyId, _x];
                                                };
                                            } forEach vkc_itemsPlayer;

                                            vkc_hasKey = vkc_carKey in vkc_temp_keys;

                                            if (vkc_hasKey && (count vkc_temp_keys) > 1) then {
                                                vkc_carKeyName = (vkc_temp_keysDisplayNameParse select (parseNumber vkc_carKey));
                                                vkc_targetVehicleKey = (vkc_temp_keysParse select (parseNumber vkc_carKey));
                                                vkc_temp_keys = vkc_temp_keys - [vkc_carKey];
                                                vkc_temp_keysDisplayName = vkc_temp_keysDisplayName - [vkc_carKeyName];

                                                if (s_player_copyToKey < 0) then {
                                                    s_player_copyToKey = player addAction [("<t color=""#0000FF"">" + ("Change Vehicle Key") + "</t>"),"custom\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget, vkc_temp_keys, vkc_carKey, vkc_temp_keysDisplayName, vkc_carKeyName, vkc_targetVehicleKey, vkc_Price, "0"],-1002,false,false,"",""];
                                                };

                                            } else {
                                        
                                                player removeAction s_player_copyToKey;
                                                s_player_copyToKey = -1;
                                            };

                                        } else {
                                        
                                            player removeAction s_player_copyToKey;
                                            s_player_copyToKey = -1;
                                        };

                                    } else {
                                    
                                        player removeAction s_player_copyToKey;
                                        s_player_copyToKey = -1;
                                    };
                            
                                } else {
                                    
                                    player removeAction s_player_copyToKey;
                                    s_player_copyToKey = -1;
                                };

                            } else {
                                    
                                player removeAction s_player_copyToKey;
                                s_player_copyToKey = -1;
                            };

                        } else {
                            
                            [] call ON_fnc_vkcReset;
                        };

                    } else {

                        [] call ON_fnc_vkcReset;
                    };

                } else {

                    [] call ON_fnc_vkcReset;
                };

            } else {

                [] call ON_fnc_vkcReset;
            };

        } else {

            [] call ON_fnc_vkcReset;
        };

    } else {

        [] call ON_fnc_vkcReset;
    };

};

VehicleKeyChanger.sqf

/***********************************/     
/* Vehicle Key Changer v1.4        */
/* Written by OtterNas3            */
/* January, 11, 2014               */
/* Last update: 06/15/2014         */
/***********************************/


/* Setup the private variables */
private ["_magazinesPlayer","_max","_j","_actionArray","_targetVehicle","_targetVehicleID","_targetVehicleUID","_playerKeys","_playerKeysDisplayName","_targetVehicleKeyName","_itemKeyName","_targetVehicleClassname","_targetVehiclePos","_targetVehicleDir","_Price","_claimingPrice","_timeout"];

/* Remove the Action Menu entry */
player removeAction s_player_copyToKey;
s_player_copyToKey = 0;
player removeAction s_player_claimVehicle;
s_player_claimVehicle = 0;

/* Get the array and setup the variables */
_actionArray = _this select 3;
_targetVehicle = _actionArray select 0;
_targetVehicleID = _targetVehicle getVariable ["ObjectID","0"];
_targetVehicleUID = _targetVehicle getVariable ["ObjectUID","0"];
    

/* Check if the Vehicle is in the Database, if false exit */
if (_targetVehicleID == "0" && _targetVehicleUID == "0") exitWith {cutText ["Sorry but\nthis Vehicle does not support\nKeychange/Claiming!","PLAIN",0];s_player_copyToKey = -1;s_player_claimVehicle = -1;};

/* Setup more variables */
_playerKeys = _actionArray select 1;
_playerKeysDisplayName = _actionArray select 3;
_targetVehicleKeyName = _actionArray select 4;
_itemKeyName = _actionArray select 5;
_Price = _actionArray select 6;
_claimingPrice = _actionArray select 7;
_targetVehicleClassname = typeOf _targetVehicle;

_targetVehiclePos = getPosATL _targetVehicle;
_targetVehicleDir = getDir _targetVehicle;

/* Just in case it is a just bought vehicle and does not yet have a ObjectUID variable set */
if (_targetVehicleUID == "0") then {
    _targetVehicleUID = "";
    {
        _x = _x * 10;
        if ( _x < 0 ) then { _x = _x * -10 };
        _targetVehicleUID = _targetVehicleUID + str(round(_x));
    } forEach _targetVehiclePos;
    _targetVehicleUID = _targetVehicleUID + str(round(_targetVehicleDir + time));
    _targetVehicle setVariable["ObjectUID",_targetVehicleUID,true];
};
    
/* Setup the Key Names list to select from */
keyNameList = [];
for "_i" from 0 to (count _playerKeysDisplayName) -1 do {
    keyNameList set [(count keyNameList), _playerKeysDisplayName select _i];
};

/* Setup the Key Numbers list to select from */
keyNumberList = [];
for "_i" from 0 to (count _playerKeys) -1 do {
    keyNumberList set [(count keyNumberList), _playerKeys select _i];
};

/* Resetting menu variables*/
keyNameSelect = "";
exitscript = true;
snext = false;

/* Creating the menu */
copyMenu =
{
    private ["_keyMenu","_keyArray"];
    _keyMenu = [["",true], ["Select the new Key:", [-1], "", -5, [["expression", ""]], "1", "0"]];
    for "_i" from (_this select 0) to (_this select 1) do
    {
        _keyArray = [format['%1', keyNameList select (_i)], [_i - (_this select 0) + 2], "", -5, [["expression", format ["keyNameSelect = keyNameList select %1; keyNumberSelect = keyNumberList select %1", _i]]], "1", "1"];
        _keyMenu set [_i + 2, _keyArray];
    };
    _keyMenu set [(_this select 1) + 2, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    if (count keyNameList > (_this select 1)) then
    {
        _keyMenu set [(_this select 1) + 3, ["Next", [12], "", -5, [["expression", "snext = true;"]], "1", "1"]];
    } else {
        _keyMenu set [(_this select 1) + 3, ["", [-1], "", -5, [["expression", ""]], "1", "0"]];
    };
    _keyMenu set [(_this select 1) + 4, ["Exit", [13], "", -5, [["expression", "keyNameSelect = 'exitscript';"]], "1", "1"]];
    showCommandingMenu "#USER:_keyMenu";
};

/* Wait for the player to select a Key from the list */
_j = 0;
_max = 10;
if (_max > 9) then {_max = 10;};
while {keyNameSelect == ""} do {
    [_j, (_j + _max) min (count keyNameList)] call copyMenu;
    _j = _j + _max;
    waitUntil {keyNameSelect != "" || snext};
    snext = false;
};

/* Player selected a Key, lets make the Vehicle update call */
if (keyNameSelect != "exitscript") then {
    
    /* Check again for the needed price or claiming price and remove em from the players inventory */
    _magazinesPlayer = magazines player;
    if (_Price != "0") then {
        /* Player still has the costs in hi inventory */
        if (_Price in _magazinesPlayer) then {
            [player, _Price, 1] call BIS_fnc_invRemove;
            systemChat (format["Keychange costs a %1, thanks for your Payment!", _Price]);
        
        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Keychange costs a %1, you had it and tried to trick the system - Keychange for this Vehicle disabled!", _Price]);
            
            /* This disables the Keychange ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    if (_claimingPrice != "0") then {
        /* Player still has the costs in hi inventory */
        if (_claimingPrice in _magazinesPlayer) then {
            [player, _claimingPrice, 1] call BIS_fnc_invRemove;
            systemChat (format["Claiming Vehicle costs a %1, thanks for your Payment!", _claimingPrice]);

        /* Player doesn't have the costs anymore, tried to trick the system? */
        } else {
            systemChat (format["Claiming Vehicle costs a %1, you had it and tried to trick the system - Claiming for this Vehicle disabled!", Price]);

            /* This disables the Claiming ability for this vehicle JUST for this Player */
            /* However he can relog and try again but it is a little punishment for trying to trick it */
            _targetVehicle setVariable ["VKC_claiming_disabled", 1];
            s_player_copyToKey = -1;
            s_player_claimVehicle = -1;
            breakOut "exit";
        };
    };
    
    /* We got the Money lets do our Job */
    /* Lock the vehicle */
    _targetVehicle setVehicleLock "LOCKED";
    
    /* The super duper OneForAllAnimation... */
    player playActionNow "Medic";
    
    /* Remove the Key from the Toolbelt of the player and put it in the Backpack - No Backpack and the Key gets lost */
    if (_itemKeyName != "0") then {
        if (!isNull (unitBackpack player)) then {
            [player, _itemKeyName, 1] call BIS_fnc_invRemove;
            (unitBackpack (vehicle player)) addWeaponCargoGlobal [_itemKeyName, 1];
            systemChat (format["%1 has been moved to your Backpack", _targetVehicleKeyName]);
        };
    };
    
    /* This calls the custom update function which we put it in server_updateObject.sqf */
    PVDZ_veh_Save = [_targetVehicle, "vehiclekey", player, _targetVehicleClassname, keyNumberSelect, keyNameSelect, _targetVehicleID, _targetVehicleUID]; 
    publicVariableServer "PVDZ_veh_Save"; 

    /* Wait for success or timeout */
    _timeout = 20;
    while {_timeout > 0 && isNil "PVDZE_vkc_Success"} do {
        if (_Price != "0") then {
            cutText["~~ Performing Keychange ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Performing Claim ~~\n~~ Please wait ~~","PLAIN",0.5];
        };
        sleep 1;
        _timeout = _timeout - 1;
    };

    /* Inform the player about the success and tell him to check the Key */
    if (!isNil "PVDZE_vkc_Success") then {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - SUCCESS ~~","PLAIN",1];
            systemChat (format["Changed Vehicle Key to %1", keyNameSelect]);
            systemChat (format["Please check Vehicle function with %1 before you throw away %2!", keyNameSelect, _targetVehicleKeyName]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - SUCCESS ~~","PLAIN",1];
            systemChat (format["You claimed this Vehicle with: %1", keyNameSelect]);
        };
        PVDZE_vkc_Success = nil;
        
        /* This updates the Vehicle as it is now, position, gear, damage, fuel */
        /* Should prevent the "backporting" some dudes reported. */
        /* Just fyi i never had that but just in case... */
        [nil,nil,nil,_targetVehicle] execVM "custom\fixes\actions\forcesave.sqf";
    
    /* Something went wrong, inform the player and refund the costs */
    } else {
        if (_Price != "0") then {
            cutText["~~ Vehicle Keychange - FAIL ~~","PLAIN",1];
            systemChat (format["Sorry something went wrong", keyNameSelect]);
            systemChat (format["Please try again. If it keeps failing, please contact a Admin!", keyNameSelect, _targetVehicleKeyName]);
            [player,_Price] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_Price]);
        };
        if (_claimingPrice != "0") then {
            cutText["~~ Vehicle Claiming - FAIL ~~","PLAIN",1];
            systemChat ("Sorry something went wrong");
            systemChat ("Please try again. If it keeps failing, please contact a Admin!");
            [player,_claimingPrice] call BIS_fnc_invAdd;
            systemChat (format["Refunded %1",_claimingPrice]);
        };
    };
};

/* Reset the action menu variables for a new run */
s_player_copyToKey = -1;
s_player_claimVehicle = -1;

/**************************************/
/* That's it, hope you enjoy this Mod */
/*                                    */
/* Yours sincerly,                    */
/* Otter                              */
/**************************************/

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  • 2 weeks later...

So... I *think* I have this working for 1.0.6. I'm working on it from work on a six year old laptop and it's tough to completely test stuff in this environment but I have two vehicles using the same key... would appreciate it if folks could confirm (I will check further when I get home from work).

(Note; I used @Phail's scripts for the custom folder's sqfs commenting out the fix folder call since I do not have it)

Here is my server_updateObject.sqf (note on Edge I am not getting an option to put in a spoiler or code block...):

// [_object,_type] spawn server_updateObject;
#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
if (isNil "sm_done") exitWith {};
private ["_objectID","_objectUID","_object_position","_isNotOk","_object","_type","_recorddmg","_forced","_lastUpdate","_needUpdate","_object_inventory","_object_damage","_objWallDamage","_object_killed","_object_maintenance","_object_variables","_totalDmg"];

_object = _this select 0;
_type = _this select 1;
_recorddmg = false;
_isNotOk = false;
_forced = if (count _this > 2) then {_this select 2} else {false};
_totalDmg = if (count _this > 3) then {_this select 3} else {false};
_objectID = "0";
_objectUID = "0";

if ((isNil "_object") || {isNull _object}) exitWith {diag_log "server_updateObject.sqf _object null or nil, could not update object"};
_objectID = _object getVariable ["ObjectID","0"];
_objectUID = _object getVariable ["ObjectUID","0"];


if ((typeName _objectID == "SCALAR") || (typeName _objectUID == "SCALAR")) then {
 #ifdef OBJECT_DEBUG
  diag_log (format["Non-string Object: ID %1 UID %2", _objectID, _objectUID]);
 #endif
 //force fail
 _objectID = nil;
 _objectUID = nil;
};

if (!((typeOf _object) in DZE_safeVehicle) && !locked _object) then {
 //diag_log format["Object: %1, ObjectID: %2, ObjectUID: %3",_object,_objectID,_objectUID];
 if (!(_objectID in dayz_serverIDMonitor) && isNil {_objectUID}) then {
  //force fail
  _objectID = nil;
  _objectUID = nil;  
 };
 if ((isNil {_objectID}) && (isNil {_objectUID})) then {
  _object_position = getPosATL _object;
  #ifdef OBJECT_DEBUG
   diag_log format["Object %1 with invalid ID at pos %2",typeOf _object,_object_position];
  #endif
  _isNotOk = true;
 };
};

if (_isNotOk) exitWith {
 //deleteVehicle _object;
};

_lastUpdate = _object getVariable ["lastUpdate",diag_tickTime];
_needUpdate = _object in needUpdate_objects;

// TODO ----------------------
_object_position = {
 private ["_position","_worldspace","_fuel","_key"];
 _position = getPosATL _object;
 //_worldspace = [round (direction _object),_position];
 _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; // Precise Base Building 1.0.5
 _fuel = if (_object isKindOf "AllVehicles") then {fuel _object} else {0};
 
 _key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
 _key call server_hiveWrite; 

 #ifdef OBJECT_DEBUG
  diag_log ("HIVE: WRITE: "+ str(_key));
 #endif
};

_object_inventory = {
 private ["_inventory","_key","_isNormal","_coins"];
 if (_object isKindOf "TrapItems") then {
  _inventory = [["armed",_object getVariable ["armed",false]]];
 } else {
  _isNormal = true;
  
  if (DZE_permanentPlot && (typeOf (_object) == "Plastic_Pole_EP1_DZ")) then {
   _isNormal = false;
   _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item
  };
  
  if (DZE_doorManagement && (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];
  };
 };
 
 _previous = str(_object getVariable["lastInventory",[]]);
 if (str _inventory != _previous) then {
  _object setVariable["lastInventory",_inventory];
  if (_objectID == "0") then {
   _key = format["CHILD:309:%1:",_objectUID] + str _inventory + ":";
  } else {
   _key = format["CHILD:303:%1:",_objectID] + str _inventory + ":";
  };
  if (Z_SingleCurrency) then {
   _coins = _object getVariable [Z_MoneyVariable, -1]; //set to invalid value if getVariable fails to prevent overwriting of coins in DB
   _key = _key + str _coins + ":";
  };
  
  #ifdef OBJECT_DEBUG
   diag_log ("HIVE: WRITE: "+ str(_key));
  #endif
  
  _key call server_hiveWrite;
 };
};

_object_damage = {
 //Allow dmg process
 private ["_hitpoints","_array","_hit","_selection","_key","_damage","_allFixed"];
 _hitpoints = _object call vehicle_getHitpoints;
 _damage = damage _object;
 _array = [];
 _allFixed = true;
 
 {
  _hit = [_object,_x] call object_getHit;
  _selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");
  if (_hit > 0) then {
   _allFixed = false;
   _array set [count _array,[_selection,_hit]];
   //diag_log format ["Section Part: %1, Dmg: %2",_selection,_hit];
  } else {
   _array set [count _array,[_selection,0]];
  };
 } forEach _hitpoints;
 
 if (_allFixed && !_totalDmg) then {_object setDamage 0;};
 
 if (_forced) then {       
  if (_object in needUpdate_objects) then {needUpdate_objects = needUpdate_objects - [_object];};
  _recorddmg = true;       
 } else {
  //Prevent damage events for the first 10 seconds of the servers live.
  if (diag_ticktime - _lastUpdate > 10) then {
   if !(_object in needUpdate_objects) then {
    //diag_log format["DEBUG: Monitoring: %1",_object];
    needUpdate_objects set [count needUpdate_objects, _object];
    _recorddmg = true;
   };
  };
 };
 
 if (_recorddmg) then {
  if (_objectID == "0") then {
   _key = format["CHILD:306:%1:",_objectUID] + str _array + ":" + str _damage + ":";
  } else {
   _key = format["CHILD:306:%1:",_objectID] + str _array + ":" + str _damage + ":";
  };
  
  diag_log ("HIVE: WRITE: "+ str(_key));
  _key call server_hiveWrite;  
 };
};

//Walls
_objWallDamage = {
 private ["_key","_damage"];
 _damage = (damage _object);

 if (_objectID == "0") then {
  _key = format["CHILD:306:%1:%2:%3:",_objectUID,[],_damage];
 } else {
  _key = format["CHILD:306:%1:%2:%3:",_objectID,[],_damage];
 };
 
 diag_log ("HIVE: WRITE: "+ str(_key));
 
 _key call server_hiveWrite;
};

_object_killed = {
 private "_key";
 _object setDamage 1;
 
 if (_objectID == "0") then {
  //Need to update hive to make a new call to allow UID to be updated for a killed event
  //_key = format["CHILD:306:%1:%2:%3:",_objectUID,[],1];
  _key = format["CHILD:310:%1:",_objectUID];
 } else {
  _key = format["CHILD:306:%1:%2:%3:",_objectID,[],1];
 };
 _key call server_hiveWrite;
 
 diag_log format["DELETE: Deleted by KEY: %1",_key];
 
 if (((typeOf _object) in DayZ_removableObjects) or ((typeOf _object) in DZE_isRemovable)) then {[_objectID,_objectUID] call server_deleteObj;};
};

_object_maintenance = {
 private ["_ownerArray","_key"];

 _ownerArray = _object getVariable ["ownerArray",[]];
 _accessArray = _object getVariable ["dayz_padlockCombination",[]];
 _variables set [count _variables, ["ownerArray", _ownerArray]];
 _variables set [count _variables, ["padlockCombination", _accessArray]];

 if (_objectID == "0") then {
  //_key = format["CHILD:309:%1:%2:",_objectUID,_ownerArray];
  _key = format["CHILD:306:%1:%2:%3:",_objectUID,[],0]; //Wont work just now.
 } else {
  //_key = format["CHILD:303:%1:%2:",_objectID,_ownerArray];
  _key = format["CHILD:306:%1:%2:%3:",_objectID,[],0];
 };

// #ifdef OBJECT_DEBUG
  diag_log ("HIVE: WRITE: Maintenance, "+ str(_key));
// #endif
 _key call server_hiveWrite;
};

_object_variables = {
 private ["_ownerArray","_key","_accessArray","_variables","_coins"];

 _ownerArray = _object getVariable ["ownerArray",[]];
 _accessArray = _object getVariable ["dayz_padlockCombination",[]];
 _lockedArray = _object getVariable ["BuildLock",false];
 
 //diag_log format ["[%1,%2]",_ownerArray,_accessArray];
 _variables = [];
 _variables set [count _variables, ["ownerArray", _ownerArray]];
 _variables set [count _variables, ["padlockCombination", _accessArray]];
 _variables set [count _variables, ["BuildLock", _lockedArray]];

 if (_objectID == "0") then {
  _key = format["CHILD:309:%1:%2:",_objectUID,_variables];
 } else {
  _key = format["CHILD:303:%1:%2:",_objectID,_variables];
 };
 if (Z_SingleCurrency) then {
  _coins = _object getVariable [Z_MoneyVariable, -1];
  _key = _key + str _coins + ":";
 };
 _key call server_hiveWrite;
};

// VEHICLE KEY CHANGER 1.0.6 UPDATE
_object_vehicleKey = {
 private ["_hit","_selection","_fuel","_gotcha","_retry","_vehicleID","_key","_result","_outcome","_player","_class","_newKey","_newKeyName","_oldVehicleID","_oldVehicleUID","_hitpoints","_damage","_array","_inventory","_vehicleUID","_position","_dir","_worldspace"];
 
 /* Setting up variables */
 _player = _this select 0;
 _class = _this select 1;
 _newKey = _this select 2;
 _newKeyName = _this select 3;
 _oldVehicleID = _this select 4;
 _oldVehicleUID = _this select 5;

 /* Get Damage of the Vehicle */
 _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];
 } forEach _hitpoints;
 
 /* Get the Fuel of the Vehicle */
 _fuel = 0;
 if (_object isKindOf "AllVehicles") then {
  _fuel = fuel _object;
 };
 
 /* Get the Inventory of the Vehicle */
 _inventory = [
  getWeaponCargo _object,
  getMagazineCargo _object,
  getBackpackCargo _object
 ];
 
 /* Get the position of the Vehicle */
 _position  = getPosASL _object;
 if !(surfaceIsWater _position) then {
  _position =  ASLToATL _position;
 };
 _dir   = getDir _object;
 _worldspace = [_dir,_position];

 /* Delete the current Database entry */
 [_oldVehicleID,_oldVehicleUID,_player] call server_deleteObj;
 //sleep 1;
 
 /* Generate a new UID */
 //_vehicleUID = _worldspace call dayz_objectUID3;
 _vehicleUID = _worldspace call dayz_objectUID2; // dayz_objectUID3 changed to dayz_objectUID2 in 1.0.6

 /* Write the new Database entry and LOG the action*/
 _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, _damage , _newKey, _worldspace, _inventory, _array, _fuel,_vehicleUID];
 _key call server_hiveWrite;
 diag_log ("HIVE: WRITE: VEHICLE KEY CHANGER: "+ str(_key));
 diag_log format["HIVE: WRITE: VEHICLE KEY CHANGER: Vehicle:%1 NewKey:%2 BY %3(%4)", _object, _newKeyName, (name _player), (getPlayerUID _player)];

 /* Get the ObjectID of the entry in the Database */
 _retry = 0;
 _gotcha = false;
 while {!_gotcha && _retry < 10} do {
  //sleep 1;
  
  /* Send the request */
  _key = format["CHILD:388:%1:",_vehicleUID];
  diag_log ("HIVE: READ: VEHICLE KEY CHANGER: "+ str(_key));
  _result = _key call server_hiveReadWrite;
  _outcome = _result select 0;
  
  /* We got a answer */
  if (_outcome == "PASS") then {
   _vehicleID = _result select 1;
   
   /* Compare with old ObjectID to check if it not was deleted yet */
   if (_oldVehicleID == _vehicleID) then {
    /* Not good lets give it another try */
    _gotcha = false;
    _retry = _retry + 1;
   } else {
    /* GOTCHA! */
    diag_log("CUSTOM: VEHICLE KEY CHANGER: Selected " + str(_vehicleID));
    _gotcha = true;
    _retry = 11;

    _object setVariable ["VKC_disabled", 1,true];
    _object setVariable ["VKC_claiming_disabled", 1,true];

    [_object] spawn {
     private ["_veh"];
     _veh = _this select 0;

     sleep 30;
     _veh setVariable ["VKC_disabled", 0,true];
     _veh setVariable ["VKC_claiming_disabled", 0,true];
    };

    PVDZE_vkc_Success = true;
    (owner _player) publicVariableClient "PVDZE_vkc_Success";

    /* Lock the Vehicle */
    _object setVehicleLock "locked";
 
    /* Save the ObjectID and ObjectUID to the vehicles variable and make it public */
    _object setVariable ["ObjectID", _vehicleID, true];
    _object setVariable ["ObjectUID", _vehicleUID, true];
 
    /* Set the lastUpdate time to current */
    _object setVariable ["lastUpdate",time,true];
 
    /* Set the CharacterID to the new Key so we can access it! */
    _object setVariable ["CharacterID", _newKey, true];
 
    /* Some other variables you might need for disallow lift/tow/cargo locked Vehicles and such */
    /* Uncomment if you use this */
 
    /* R3F Arty and LOG block lift/tow/cargo locked vehicles*/
    _object setVariable ["R3F_LOG_disabled",true,true];

    /* =BTC= Logistic block lift locked vehicles*/
    //_object setVariable ["BTC_Cannot_Lift",true,true];
   };
  } else {
   /* Something went wrong on the request give it another try */
   diag_log("CUSTOM: VEHICLE KEY CHANGER: trying again to get id for: " + str(_vehicleUID));
   _gotcha = false;
   _retry = _retry + 1;
  };
 };
};
// END VEHICLE KEY CHANGER 1.0.6 UPDATE

_object setVariable ["lastUpdate",diag_ticktime,true];
switch (_type) do {
 case "all": {
  call _object_position;
  call _object_inventory;
  call _object_damage;
 };
 case "position": {
  call _object_position;
 };
 case "gear": {
  call _object_inventory;
 };
 case "maintenance": {
  call _object_maintenance;
 };
 case "damage"; case "repair" : {
  call _object_damage;
 };
 case "killed": {
  call _object_killed;
 };
 case "accessCode"; case "buildLock" : {
  call _object_variables;
 };
 case "objWallDamage": {
  call _objWallDamage;
 };
 case "vehiclekey": {
  _activatingPlayer = _this select 2;
  _vehicleClassname = _this select 3;
  _toKey = _this select 4;
  _toKeyName = _this select 5;
  _vehicle_ID = _this select 6;
  _vehicle_UID = _this select 7;
  [_activatingPlayer, _vehicleClassname, _toKey, _toKeyName, _vehicle_ID, _vehicle_UID] call _object_vehicleKey;;
 };
};

Basically placed the Vehicle Key Changer code into the new file and commented two sleep commands and changed the dayz_objectUID3() call to a call dayz_objectUID2 ().

If anyone can confirm that it works for them, I would appreciate it. No changes for single currency (since I do not plan on using it)

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21 hours ago, Grahame said:

Okay, I can confirm that with the changed  server updateObject.sqf in my last post, this mod now works flawlessly for me on 1.0.6. 

I tried it and mine still does not show scroll wheel option. Below is what I have done.

Infistar:

 _BCM =  false;   

_cMenu =   AT THE VERY END IS ,"#USER:_keyMenu"

init.sqf:

if (!isDedicated) then {
    if (dayz_antiWallHack != 0) then {
        //Enables Map Plug items
        execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
        //Enables Plant lib fixes
        //call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf";
    };
    
    if (toLower(worldName) == "chernarus") then {
        diag_log "WARNING: Clearing annoying benches from Chernarus";
        ([4654,9595,0] nearestObject 145259) setDamage 1;
        ([4654,9595,0] nearestObject 145260) setDamage 1;
    };
    
    if (dayz_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; };
    if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
    execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";
    execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    _nil = [] execVM "CUSTOM_SCRIPTS\WAI_REMOTE\remote.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
    //REFUEL
    execVM "CUSTOM_SCRIPTS\service_point\service_point.sqf";
    _nil = [] execVM "CUSTOM_SCRIPTS\VehicleKeyChanger\VehicleKeyChanger_init.sqf";    
};

I put @Grahame server_updateObject.sqf in.

In the VehicleKeyChanger_init.sqf I changed where it looks for VehicleKeyChanger.sqf 2 times

                                                        s_player_claimVehicle = player addAction [("<t color='#00FFFF'>" + ("Claim Vehicle") + "</t>"),"CUSTOM_SCRIPTS\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget,vkc_temp_keys,"0",vkc_temp_keysDisplayName,"0","0","0", vkc_claimingPrice],-1002,false,false,"",""];

 

                                                    s_player_copyToKey = player addAction [("<t color=""#0000FF"">" + ("Change Vehicle Key") + "</t>"),"CUSTOM_SCRIPTS\VehicleKeyChanger\VehicleKeyChanger.sqf",[vkc_cTarget, vkc_temp_keys, vkc_carKey, vkc_temp_keysDisplayName, vkc_carKeyName, vkc_targetVehicleKey, vkc_Price, "0"],-1002,false,false,"",""];

 

 

 

 

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@Thug that is weird. I have pretty much the same setup and use InfiStar too. I added versions of the VehicleKeyChanger sqfs that I got from a few posts ago on this thread and removed a call to a script that I do not have though (the VehicleKeyChanger.sqf I downloaded called a script named "custom\fixes\actions\forcesave.sqf").

Apart from that everything looks the same. One question, is _CSA set to false in your InfiStar config?

You could try downloading the sqfs for this mod from the new 1.0.6 thread I created for it too.

Oh, I also added the key filter to another line in publicvariableeval.txt:

5 PVDZ_ !"Key \("

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Just now, Thug said:

Yes that is set to false

Try taking the scripts from the 1.0.6 mods thread. It does seem like the addaction is not happening and that's where you've made the change in VehicleKeyChanger_init.sqf but I cannot see the problem there... Any messages in the rpt?

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