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Подскажите пожалуйста где копать,вообщем проблема такая создал сервак установил всякие скрипты миссии,и вот решил построить дом купил 30 м плот выбрал место нажимаю поставить нечего не происходит инструменты все есть.все остальные скрипты работают как надо в рпт вроде как ошибок нет в чем может быть проблема?где копать?

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  • 0

Эм, что? Я надеюсь вы меня поняли про какой dayz_code, он не меняется и файлы там есть при скачивании мода Epoch.

@DayZ_Epoch/Addons/dayz_code.pbo (Распаковать, забрать файл и подключить через init.sqf)

 

Так же про ваш compile с github. Вы ему подключение делали?

Да компаил подключал все скрипты работали кроме стройки.

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  • 0

Подскажите пожалуйста где копать,вообщем проблема такая создал сервак установил всякие скрипты миссии,и вот решил построить дом купил 30 м плот выбрал место нажимаю поставить нечего не происходит инструменты все есть.все остальные скрипты работают как надо в рпт вроде как ошибок нет в чем может быть проблема?где копать?

"установил всякие скрипты миссии" ищи что ставил и конфликтует читай rpt мы тебе тут не ванги 

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  • 0

"установил всякие скрипты миссии" ищи что ставил и конфликтует читай rpt мы тебе тут не ванги 

 

Version 1.63.125548

Unsupported language Russian in stringtable

Unsupported language Russian in stringtable

Item STR_EQUIP_NAME_41 listed twice

Item STR_EQUIP_DESC_41 listed twice

Unsupported language Russian in stringtable

Unsupported language Russian in stringtable

Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/

Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/

Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/

Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/

Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/

Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/

Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/

Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/

Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/

Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/

Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/

Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/

Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/

Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/

Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/

Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/

Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/

Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/

Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/

Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/

Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/

Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/

Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/

Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/

Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/

Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/

Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/

Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/

Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/

Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/

Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/

Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/

Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/

Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/

Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/

Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/

Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/

Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/

Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/

Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/

Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/

Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/

Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/

Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/

Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/

Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/

Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/

Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/

Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/

Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/

Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/

Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/

Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/

Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/

Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/

Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/

Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/

Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/

Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/

Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/

Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/

Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/

Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/

Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:52 Server error: Player without identity Admin56 (id 1375151967)

1:44:56 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire

1:44:57 Strange convex component288 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component289 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component290 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component291 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component292 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component293 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component294 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component295 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component296 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component297 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component298 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component299 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component300 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component301 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component302 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component303 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component304 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component305 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component306 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component307 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component308 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component309 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component310 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component311 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component312 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component313 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component314 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component315 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component316 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component317 in warehouse\models\warehouse.p3d:geometry

1:44:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire

1:44:57 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView

1:44:57 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView

1:45:00 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

1:45:00 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

1:45:01 "DayZ Epoch: PRELOAD Functions\init [[:0 (FunctionsManager)],any]"

1:45:01 "DayZ Epoch: MPframework inited"

1:45:04 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:04 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView

1:45:22 "infiSTAR.de - Ожидаю запуск bis_fnc_init..."

1:45:22 "АнтиХак Лог - bis_fnc_init done - AntiHack ЗАПУСКАЕТСЯ...!"

1:45:22 "infiSTAR.de - Версия AntiHack: 13072014IAHAT332B | Beta Patch Сервера: ["ArmA 2 OA","ArmA2OA",163,125548] | Карта: Chernarus | instance: 11 | missionName: DayZ_Epoch_11"

1:45:22 "АнтиХак Лог - _fnc_RandomGen: {

_arr = ["X","A","Y","T","9","T","y","b","p","y","4","c","b","u","l","h","s","A","h","9","z","1","Y","0","3","J","z","H","b","R"];

_gen = "PV_";

for "_i" from 1 to 7 do {_gen = _gen + (_arr select (random ((count _arr)-1)));};

_gen

}"

1:45:22 "infiSTAR.de - _randvar1: PV_419bHyh"

1:45:22 "infiSTAR.de - _randvar2: PV_4yyAY9b"

1:45:22 "infiSTAR.de - _randvar3: PV_3T0hyph"

1:45:22 "infiSTAR.de - _randvar4: PV_Tc1c9Yz"

1:45:22 "infiSTAR.de - _randvar5: PV_bpyyl4h"

1:45:22 "infiSTAR.de - _randvar6: PV_cl1TTc1"

1:45:22 "infiSTAR.de - _randvar13: PV_yyHhu4b"

1:45:22 "infiSTAR.de - _randvar19: PV_YT9zbsT"

1:45:22 "infiSTAR.de - _randvar26: PV_9lzTzAT"

1:45:22 "infiSTAR.de - _randvar27: PV_9yY31yY"

1:45:22 "infiSTAR.de - _randvar27a: PV_hhp3zH9"

1:45:22 "infiSTAR.de - _randvar28: PV_Xbyz9Ab"

1:45:22 "infiSTAR.de - infiSTAR_DLL_PATH: "

1:45:22 "infiSTAR.de - АнтиХак система ЗАГРУЖЕНА!"

1:45:22 "infiSTAR.de - Создаем Админ Меню..."

1:45:22 "infiSTAR.de - ДОБАВЛЯЕМ PublicVariableEventHandlers"

1:45:22 "АнтиХак Лог - АНТИХАК ПОЛНОСТЬЮ ЗАГРУЖЕН И РАБОТАЕТ!"

1:45:22 "Res3tting B!S effects..."

1:45:23 Error in expression _thi_this setVariable ["permaLoot",true]>

1:45:23 Error position: <_thi_this setVariable ["permaLoot",true]>

1:45:23 Error Undefined variable in expression: _thi_this

1:45:23 File z\addons\dayz_server\box\chertov.sqf, line 24

1:45:23 Warning Message: No entry 'bin\config.bin/CfgMagazines.NVGoggles'.

1:45:23 Warning Message: No entry '.picture'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.scope'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: Error: creating magazine NVGoggles with scope=private

1:45:23 Warning Message: No entry '.displayName'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.displayNameShort'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.nameSound'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.Library'.

1:45:23 Warning Message: No entry '.libTextDesc'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.type'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.count'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.maxLeadSpeed'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.initSpeed'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.reloadAction'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.modelSpecial'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning Message: No entry '.ammo'.

1:45:23 Warning Message: '/' is not a value

1:45:23 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852

1:45:25 "[AGN] Starting Trader City Safezone Commander!"

1:45:25 "Error: Attempting to start AGN products on a server where it should not be!"

1:45:25 "AC_functions version 1.01"

1:45:25 "HIVE: Starting"

1:45:25 "HIVE: trying to get objects"

1:45:25 "HIVE: found 0 objects"

1:45:25 "HIVE: Commence Object Streaming..."

1:45:25 "HIVE: got 0 Epoch Objects and 0 Vehicles"

1:45:25 "HIVE: Vehicle Spawn limit reached!"

1:45:25 "HIVE: Spawning # of Debris: 0"

1:45:25 "HIVE: Spawning # of Ammo Boxes: 25"

1:45:25 "HIVE: Spawning # of Veins: 100"

1:45:25 "Total Number of spawn locations 6"

1:45:25 "[DZAI] Initializing DZAI version 2.1.2 Release Build 08232014 using base path z\addons\dayz_server\DZAI."

1:45:25 "[DZAI] Reading DZAI configuration file."

1:45:25 "[DZAI] DZAI configuration file loaded."

1:45:25 "[DZAI] Compiling DZAI functions."

1:45:26 "[DZAI] DZAI functions compiled."

1:45:26 "[DZAI] Epoch classnames loaded."

1:45:26 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: epoch (Ver: 1.0.5.1). DZAI_dynamicWeaponList: true. VerifyTables: true."

1:45:26 "[DZAI] AI spawn settings: Static: false. Dynamic: false. Air: true. Land: true."

1:45:26 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: false."

1:45:26 "[DZAI] DZAI loading completed in 0.595001 seconds."

1:45:27 "DEBUG VEIN: Too many objects at [6093.96,6923.24]"

1:45:27 "DEBUG VEIN: Too many objects at [5166.36,9123.76]"

1:45:27 "DEBUG VEIN: Too many objects at [5164.25,9109.72]"

1:45:28 "DEBUG VEIN: Too many objects at [10137.8,6204.75]"

1:45:28 "DEBUG VEIN: Too many objects at [11109.7,8473.64]"

1:45:28 "DEBUG VEIN: Too many objects at [12063.9,9664.59]"

1:45:29 "DEBUG VEIN: Too many objects at [4465.94,8071.61]"

1:45:29 "DEBUG VEIN: on road [4460.01,8826.08]"

1:45:29 "DEBUG VEIN: Too many objects at [5167.64,9113.47]"

1:45:29 "EPOCH EVENTS INIT"

1:45:29 "WAI: AI Config File Loaded"

1:45:30 "WAI: AI Monitor Started"

1:45:30 "WAI: Spawned a group of 4 AI (Bandit) at [1759.9,4985.62,0.001]"

1:45:30 "WAI: Spawned a group of 4 AI (Bandit) at [1773.82,4999.83,0.001]"

1:45:30 "WAI: Spawned a group of 4 AI (Bandit) at [1814.57,4987.32,0.001]"

1:45:31 "WAI: Spawned a group of 4 AI (Bandit) at [1821.97,5010.66,0.002]"

1:45:31 "WAI: Initialising static missions"

1:45:31 "WAI: Initialising missions"

1:45:31 "WAI: Spawned in 9 M2StaticMG"

1:45:31 "WAI: Spawned a group of 4 AI (Bandit) at [6896.32,11438.3,0.002]"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [6847.57,11467.5,0.0008545]"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [6891.47,11494.7,0.001]"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [6910.85,11400,0.001]"

1:45:32 "WAI: Spawned in 9 M2StaticMG"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [2233.2,10887.8,0.002]"

1:45:32 "WAI: Static mission for DayZ_Epoch_11 loaded"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [2244.96,10831.7,0.001]"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [2213.29,10829.5,0.001]"

1:45:32 "WAI: Spawned a group of 4 AI (Bandit) at [2249.39,10804.7,0.001]"

1:45:33 "АнтиХак Лог - Лог Игрока: Admin56(76561198127692338) - 0ч 00мин | ******АДМИНИСТРАЦИЯ******"

1:45:33 "WAI: Spawned in 9 M2StaticMG"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6783.15,14319,0.0009766]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6789.67,14264.5,0.002]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6787.8,14214.1,0.001]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6783.93,14143.6,0.002]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6791.76,14084.4,0.001]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6716.46,14108.8,0.001]"

1:45:33 "WAI: Spawned a group of 4 AI (Bandit) at [6700.85,14196.2,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6718.77,14257.8,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6722.17,14313.3,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6643.15,14304,0.001]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6580.42,14277.9,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6479.72,14305.4,0.001]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6530.55,14249.3,0.001]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6562.23,14201.1,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6607.62,14216,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6662.23,14183.8,0.002]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6663.61,14127.5,0.083]"

1:45:34 "WAI: Spawned a group of 4 AI (Bandit) at [6488.89,14153.8,0.001]"

1:45:35 "WAI: Spawned in 9 M2StaticMG"

1:45:36 "АнтиХак Игрок Присоединился: _uid: 76561198127692338 _name: Admin56"

1:45:36 "АнтиХак Игрок Присоединился: _uid: _name: __SERVER__"

1:45:38 "[DZAI] Verified 194 unique classnames in 1.895 seconds."

1:45:38 "Chernarus static spawn configuration loaded."

1:46:15 "TIME SYNC: Local Time set to [2013,8,3,13,46]"

1:46:20 "infiSTAR.de PVAH_AdminReqLog: [1234,B 1-1-B:1 (Admin56) REMOTE,"76561198127692338"]"

1:46:20 "infiSTAR.de ******АДМИН-ВХОД УСПЕШЕН******: Admin56(76561198127692338)"

1:46:20 "infiSTAR.de Log: Admin56 (76561198127692338) | НОВЫЙ ИГРОК: ["32",[],[],[0,0,0],true,"1.0.5.1","Survivor2_DZ",true,true,0]"

1:46:29 Warning: z\addons\dayz_communityassets\models\razor.p3d:0 Error while trying to generate ST for points: 214, 349, 208

1:46:37 [DZMSHotSpots]: Starting DayZ Mission System.

1:46:37 [DZMSHotSpots]: DZAI Found! Using DZAI's Relations!

1:46:37 [DZMSHotSpots]: Currently Running Version: 1.1FIN

1:46:37 [DZMSHotSpots]: Mission and Extended Configuration Loaded!

1:46:37 [DZMSHotSpots]: chernarus Detected. Map Specific Settings Adjusted!

1:46:37 [DZMSHotSpots]: DayZ Epoch Detected! Some Scripts Adjusted!

1:46:37 [DZMSHotSpots]: Loading ExecVM Functions.

1:46:37 [DZMSHotSpots]: Loading Compiled Functions.

1:46:37 [DZMSHotSpots]: Loading All Other Functions.

1:46:37 [DZMSHotSpots]: Mission Functions Script Loaded!

1:46:38 [DZMSHotSpots]: Major Mission Clock Starting!

1:46:38 [DZMSHotSpots]: Minor Mission Clock Starting!

1:46:40 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Admin56) REMOTE,"Игрок Admin56 Отспавнил себе патроны ItemBriefcase100oz (Админ Функция)"]"

1:46:47 "infiSTAR.de PVAH_AdminReqLog: [1,B 1-1-B:1 (Admin56) REMOTE,[6352.73,7795.26,0]]"

1:46:47 "infiSTAR.de PVAH_WriteLog: [b 1-1-B:1 (Admin56) REMOTE,"Игрок Admin56 телепортирован на [6352.73,7795.26,0](@063075)"]"

 

Вот логи рпт если видишь ошибка в чем конкретно подскажи будь так добр

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Перечисли какие скрипты добавлял в миссию 

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Перечисли какие скрипты добавлял в миссию 

Радио скрипт, самозаливка крови,снятие скинов,суицид, центральный замок, автозаправка и починка,буксировка техники, антизомби эмитер,спавн в картинках,просмотр вещей перед покупкой,велосипед мотоцикл и моззи из тулбокса ,вроде бы все,камни торговцам

Главное странно что пкм работает например из дров делает доски и верстак а вот ни сам верстак не плот поле поставить не могу.бред

Изменено пользователем Дмитрий8087 (история изменений)

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Когда ставишь тучу скриптов... Либо узнавай по поводу совместимости, либо ставь по парочке, потом заходи проверяй всё ли работает. Ну и фикси когда поймёшь из-за чего тупняк. Хотя проще наверн всё по рпт глянуть. Но у меня времени нет, я спать валю. Покки поможет мб.

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Когда ставишь тучу скриптов... Либо узнавай по поводу совместимости, либо ставь по парочке, потом заходи проверяй всё ли работает. Ну и фикси когда поймёшь из-за чего тупняк. Хотя проще наверн всё по рпт глянуть. Но у меня времени нет, я спать валю. Покки поможет мб.

да обычно как ставлю каждый скрипт проверяю на работоспособность,ну и смотрю чтоб другие работали,но чтоб стройку проверять как то мозг не доходил до этого)) :biggrin:

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Snap или Vortex если такие есть скрипты то попробуй выруби, еще может защита от зомби вокруг базы или год мод для техники вокруг базы, есть такие скрипты может у тебя? Попробуй выруби и проверь без них.

Изменено пользователем JustBullet (история изменений)

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Snap или Vortex если такие есть скрипты то попробуй выруби, еще может защита от зомби вокруг базы или год мод для техники вокруг базы, есть такие скрипты может у тебя? Попробуй выруби и проверь без них.

Нет таких скриптов вообще нет.и рпт нечего не показывает

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РПТ клиента что говорит при попытке поставить плот?

appdata/local/Arma2OA/Arma2OA.rpt

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РПТ клиента что говорит при попытке поставить плот?

 

appdata/local/Arma2OA/Arma2OA.rpt

 

 

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

== C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe

== "C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\ArmA2OA.exe" -skipIntro -noSplash -noFilePatching -world=empty -connect=179.60.149.24 -port=2302 "-mod=C:\Program Files (x86)\Steam\SteamApps\common\arma 2;expansion;expansion\beta;expansion\beta\expansion;@DayZ_Epoch"

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

Exe timestamp: 2015/01/26 22:16:27

Current time: 2015/01/31 14:29:31

 

Version 1.63.125548

Unsupported language Russian in stringtable

Unsupported language Russian in stringtable

Item STR_EQUIP_NAME_41 listed twice

Item STR_EQUIP_DESC_41 listed twice

Unsupported language Russian in stringtable

Unsupported language Russian in stringtable

Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/

Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/

Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/

Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/

Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/

Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/

Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/

Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/

Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/

Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/

Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/

Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/

Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/

Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/

Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/

Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/

Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/

Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/

Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/

Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/

Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/

Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/

Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/

Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/

Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/

Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/

Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/

Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/

Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/

Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/

Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/

Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/

Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/

Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/

Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/

Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/

Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/

Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/

Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/

Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/

Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/

Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/

Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/

Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/

Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/

Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/

Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/

Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/

Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/

Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/

Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/

Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/

Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/

Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/

Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/

Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/

Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/

Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/

Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/

Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/

Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/

Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/

Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/

Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/

Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/

Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/

Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/

Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/

Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire

Strange convex component288 in warehouse\models\warehouse.p3d:geometry

Strange convex component289 in warehouse\models\warehouse.p3d:geometry

Strange convex component290 in warehouse\models\warehouse.p3d:geometry

Strange convex component291 in warehouse\models\warehouse.p3d:geometry

Strange convex component292 in warehouse\models\warehouse.p3d:geometry

Strange convex component293 in warehouse\models\warehouse.p3d:geometry

Strange convex component294 in warehouse\models\warehouse.p3d:geometry

Strange convex component295 in warehouse\models\warehouse.p3d:geometry

Strange convex component296 in warehouse\models\warehouse.p3d:geometry

Strange convex component297 in warehouse\models\warehouse.p3d:geometry

Strange convex component298 in warehouse\models\warehouse.p3d:geometry

Strange convex component299 in warehouse\models\warehouse.p3d:geometry

Strange convex component300 in warehouse\models\warehouse.p3d:geometry

Strange convex component301 in warehouse\models\warehouse.p3d:geometry

Strange convex component302 in warehouse\models\warehouse.p3d:geometry

Strange convex component303 in warehouse\models\warehouse.p3d:geometry

Strange convex component304 in warehouse\models\warehouse.p3d:geometry

Strange convex component305 in warehouse\models\warehouse.p3d:geometry

Strange convex component306 in warehouse\models\warehouse.p3d:geometry

Strange convex component307 in warehouse\models\warehouse.p3d:geometry

Strange convex component308 in warehouse\models\warehouse.p3d:geometry

Strange convex component309 in warehouse\models\warehouse.p3d:geometry

Strange convex component310 in warehouse\models\warehouse.p3d:geometry

Strange convex component311 in warehouse\models\warehouse.p3d:geometry

Strange convex component312 in warehouse\models\warehouse.p3d:geometry

Strange convex component313 in warehouse\models\warehouse.p3d:geometry

Strange convex component314 in warehouse\models\warehouse.p3d:geometry

Strange convex component315 in warehouse\models\warehouse.p3d:geometry

Strange convex component316 in warehouse\models\warehouse.p3d:geometry

Strange convex component317 in warehouse\models\warehouse.p3d:geometry

Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire

Strange convex component249 in warehouse\models\warehouse.p3d:geometryView

Strange convex component250 in warehouse\models\warehouse.p3d:geometryView

Strange convex component251 in warehouse\models\warehouse.p3d:geometryView

Strange convex component252 in warehouse\models\warehouse.p3d:geometryView

Strange convex component253 in warehouse\models\warehouse.p3d:geometryView

Strange convex component254 in warehouse\models\warehouse.p3d:geometryView

Strange convex component255 in warehouse\models\warehouse.p3d:geometryView

Strange convex component256 in warehouse\models\warehouse.p3d:geometryView

Strange convex component257 in warehouse\models\warehouse.p3d:geometryView

Strange convex component258 in warehouse\models\warehouse.p3d:geometryView

Strange convex component259 in warehouse\models\warehouse.p3d:geometryView

Strange convex component260 in warehouse\models\warehouse.p3d:geometryView

Strange convex component261 in warehouse\models\warehouse.p3d:geometryView

Strange convex component262 in warehouse\models\warehouse.p3d:geometryView

Strange convex component263 in warehouse\models\warehouse.p3d:geometryView

Strange convex component264 in warehouse\models\warehouse.p3d:geometryView

Strange convex component265 in warehouse\models\warehouse.p3d:geometryView

Strange convex component266 in warehouse\models\warehouse.p3d:geometryView

Strange convex component267 in warehouse\models\warehouse.p3d:geometryView

Strange convex component268 in warehouse\models\warehouse.p3d:geometryView

Strange convex component269 in warehouse\models\warehouse.p3d:geometryView

Strange convex component270 in warehouse\models\warehouse.p3d:geometryView

Strange convex component271 in warehouse\models\warehouse.p3d:geometryView

Strange convex component272 in warehouse\models\warehouse.p3d:geometryView

Strange convex component273 in warehouse\models\warehouse.p3d:geometryView

Strange convex component274 in warehouse\models\warehouse.p3d:geometryView

Strange convex component275 in warehouse\models\warehouse.p3d:geometryView

Strange convex component276 in warehouse\models\warehouse.p3d:geometryView

Strange convex component277 in warehouse\models\warehouse.p3d:geometryView

Strange convex component278 in warehouse\models\warehouse.p3d:geometryView

Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"

"DayZ Epoch: MPframework inited"

Fresnel k must be >0, given n=0.8,k=0

Fresnel k must be >0, given n=0.8,k=0

Error in expression

if (DZE_modularBuild) then {

player_build = >

Error position: player_build = >

Error Undefined variable in expression: dze_modularbuild

File mpmissions\__CUR_MP.Chernarus\custom\compiles.sqf, line 103

"DEBUG: loadscreen guard started."

"Res3tting B!S effects..."

"[AGN] Starting Trader City Safezone Commander!"

Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852

"AC_functions version 1.01"

"PLAYER RESULT: true"

"PLOGIN: Login loop completed!"

2nd UV set needed, but not defined in ReportStack not available

"infiSTAR.de - randvar26 создан (3.737)"

"infiSTAR.de - randvar1 started (3.737)"

"АнтиХак Лог - randvar1 создал randvar27a (3.86)"

"infiSTAR.de - randvar1 создал randvar27 (3.86)"

"АнтиХак - 13.07.2014 IAHAT332B - Успешно загружен на клиенте ID87 (3.86) | Администрации Онлайн 1"

Error in expression <", ""];

};

} else {

player removeAction s_player_selfBloodbag;

s_player_selfBloo>

Error position: s_player_selfBloo>

Error Undefined variable in expression: s_player_selfbloodbag

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 28

Error in expression <", ""];

};

} else {

player removeAction s_player_suicide;

s_player_suicide = -1;>

Error position: s_player_suicide = -1;>

Error Undefined variable in expression: s_player_suicide

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1008

Error in expression <", ""];

};

} else {

player removeAction s_player_deploybike6;

s_player_deploybik>

Error position: s_player_deploybik>

Error Undefined variable in expression: s_player_deploybike6

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1020

Error in expression <", ""];

};

} else {

player removeAction s_player_deploybike5;

s_player_deploybik>

Error position: s_player_deploybik>

Error Undefined variable in expression: s_player_deploybike5

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1029

Error in expression <", ""];

};

} else {

player removeAction s_player_deploybike4;

s_player_deploybik>

Error position: s_player_deploybik>

Error Undefined variable in expression: s_player_deploybike4

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1038

Error in expression <", ""];

};

} else {

player removeAction s_player_deploybike3;

s_player_deploybik>

Error position: s_player_deploybik>

Error Undefined variable in expression: s_player_deploybike3

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1047

Error in expression <", ""];

};

} else {

player removeAction s_player_deploybike2;

s_player_deploybik>

Error position: s_player_deploybik>

Error Undefined variable in expression: s_player_deploybike2

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1056

Error in expression <"",""];

};

} else {

player removeAction zombieShield;

zombieShield = -1;

};

 

>

Error position: zombieShield = -1;

};

 

>

Error Undefined variable in expression: zombieshield

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1079

Error in expression };

 

if((speed player <= 1) && _hasToolbox && _canDo) then {

if (s_play>

Error position: <_hasToolbox && _canDo) then {

if (s_play>

Error Undefined variable in expression: _hastoolbox

File mpmissions\__CUR_MP.Chernarus\scripts\fn_selfActions.sqf, line 1060

Error in expression };

};

adminadd = adminadd + ["===========================>

Error position: ,"0","0","0","0",[]];

;

;

;

;

;

;

;

;

)>\actions\player_gofishing.sqf";

,"0","0","0","0",[]];

;

;

;

;

;

;

;

;

)>\actions\player_gofishing.sqf";

 

Вот...Ошибка в fn_selfActions.sqf

 

Изменено пользователем Дмитрий8087 (история изменений)

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Вы кликаете на plot pole в инвентаре, он у Вас визуально появляется на экране? Мне кажется Вы добавляя скрипты, где то ошиблись в файле fn_selfActions.sqf посмотрите может в Вашем РПТ есть ошибки связанные с ним.

Изменено пользователем JustBullet (история изменений)

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Вы кликаете на plot pole в инвентаре, он у Вас визуально появляется на экране? Мне кажется Вы добавляя скрипты, где то ошиблись в файле fn_selfActions.sqf посмотрите может в Вашем РПТ есть ошибки связанные с ним.

Да надпись установить появляется когда кликаю правой кнопкой мыши дальше не чего не происходит.fn_selfActions.sqf менял на рабочий чистый тоже самое,причем к примеру из дров могу сделать фанеру все работает.либо например разобрать ящик с кока-колой

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проверьте свой compiles.sqf в районе 103й строки на ошибки (запятые, слеши, переносы строк случайные и все что выбивается из...)

 

временно вырубите скрипты такие как  s_player_selfBloodbag, s_player_suicide, s_player_deploybike6, s_player_deploybike5, s_player_deploybike4, s_player_deploybike3, s_player_deploybike2, zombieShield...

 

 

от себя: Не вооруженным глазом понятно что у Вас не сервер а Свалка хлама, если у Вас нету опыта в чтении скриптового языка то попробуйте все делать по порядку, добавляя скрипт и тестируя его с игроками хотябы день, проверяя логи РПТ, только так можно без специальных знаний сделать не плохой сервер.

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проверьте свой compiles.sqf в районе 103й строки на ошибки (запятые, слеши, переносы строк случайные и все что выбивается из...)
 
временно вырубите скрипты такие как  s_player_selfBloodbag, s_player_suicide, s_player_deploybike6, s_player_deploybike5, s_player_deploybike4, s_player_deploybike3, s_player_deploybike2, zombieShield...
 
 
от себя: Не вооруженным глазом понятно что у Вас не сервер а Свалка хлама, если у Вас нету опыта в чтении скриптового языка то попробуйте все делать по порядку, добавляя скрипт и тестируя его с игроками хотябы день, проверяя логи РПТ, только так можно без специальных знаний сделать не плохой сервер.

Спасибо огромное поддолкнули в нужное направление,разобрался проблемы с компаилс были скачивал его с гитхаба дело в том что это второй сервак который я собрал от 1 он отличаеться лишь менюшкой спавна в картинках все скрипты остальные одинаковые.так вот я сравнил скрипт компаил от 1и 2 сервака  они разные много лишнего от того что скачал с гит хаб.кинул компаил с 1 сервака на второй и все работает.щас вот сижу изучаю их в чем разница...

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А! Точно. Енот, у меня же тоже такое было давно. В компайле проблема была.

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А! Точно. Енот, у меня же тоже такое было давно. В компайле проблема была.

Сравнил ошибки что были у тебя и что у автора :)

Надо любую проблему фиксить.

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Сравнил ошибки что были у тебя и что у автора :)

Надо любую проблему фиксить.

 

/*

FUNCTION COMPILES

*/

//Player only

if (!isDedicated) then {

 

"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

 

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";

player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie

player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them

fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty

fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty

fnc_usec_selfActions = compile preprocessFileLineNumbers "scripts\fn_selfActions.sqf"; //Checks which actions for self

fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";

player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange

player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";

player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";

player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";

player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";

building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";

building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";

dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";

player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating

player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";

player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";

player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";

player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";

 

player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";

player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

 

player_removeTankTrap = {

//Object Array, Range, Error Message (@Skaronator)

[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;

};

player_removeNet = {

[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;

};

 

player_login = {

private ["_unit","_detail"];

_unit = _this select 0;

_detail = _this select 1;

if(_unit == getPlayerUID player) then {

player setVariable["publish",_detail];

};

};

 

player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";

player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";

 

player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";

player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";

player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";

player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music

player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";

player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";

player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";

world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";

world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";

player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";

player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";

player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";

player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";

fn_gearMenuChecks = compile preprocessFileLineNumbers "custom\fn_gearMenuChecks.sqf";

 

//Objects

object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";

object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";

object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";

 

local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";

 

//Zombies

zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";

zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour

zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour

wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour

 

pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

 

dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

 

//actions

player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";

player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";

player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";

player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";

player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";

player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";

player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";

player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";

player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";

player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";

player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";

player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";

player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";

player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";

player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";

player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";

player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";

object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";

player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";

player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";

player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";

player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

 

player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";

player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

 

//ui

player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";

player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";

player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";

ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";

ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";

 

//System

player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";

player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";

player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";

onPreloadStarted "dayz_preloadFinished = false;";

onPreloadFinished "dayz_preloadFinished = true;";

 

// helper functions

player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";

player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";

player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";

//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"

player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";

 

// combination of check && remove items

player_checkAndRemoveItems = {

private ["_items","_b"];

_items = _this;

_b = _items call player_checkItems;

if (_ B) then {

_b = _items call player_removeItems;

};

_b

};

 

dayz_HungerThirst = {

dayz_hunger = dayz_hunger + (_this select 0);

dayz_thirst = dayz_thirst + (_this select 1);

};

 

epoch_totalCurrency = {

// total currency

_total_currency = 0;

{

_part = (configFile >> "CfgMagazines" >> _x);

_worth = (_part >> "worth");

if isNumber (_worth) then {

_total_currency = _total_currency + getNumber(_worth);

};

} count (magazines player);

_total_currency

};

 

epoch_itemCost = {

_trade_total = 0;

{

_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);

if (isClass (_part_in_configClass)) then {

_part_inWorth = (_part_in_configClass >> "worth");

if isNumber (_part_inWorth) then {

_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));

};

};

} count _this;

 

//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];

_trade_total

};

 

epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";

// usage [["partinclassname",4]] call epoch_returnChange;

 

dayz_losChance = {

private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];

_agent = _this select 0;

_dis = _this select 1;

_maxDis = _this select 2;

// diag_log ("VAL: " + str(_this));

_val = (_maxDis - _dis) max 0;

_maxExp = ((exp 2) * _maxDis);

_myExp = ((exp 2) * (_val)) / _maxExp;

_myExp = _myExp * 0.7;

_myExp

};

 

ui_initDisplay = {

private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];

disableSerialization;

_display = uiNamespace getVariable 'DAYZ_GUI_display';

_control = _display displayCtrl 1204;

_control ctrlShow false;

if (!r_player_injured) then {

_ctrlBleed = _display displayCtrl 1303;

_ctrlBleed ctrlShow false;

};

if (!r_fracture_legs && !r_fracture_arms) then {

_ctrlFracture = _display displayCtrl 1203;

_ctrlFracture ctrlShow false;

};

_ctrlDogFoodBorder = _display displayCtrl 1501;

_ctrlDogFoodBorder ctrlShow false;

_ctrlDogFood = _display displayCtrl 1701;

_ctrlDogFood ctrlShow false;

 

_ctrlDogWaterBorder = _display displayCtrl 1502;

_ctrlDogWaterBorder ctrlShow false;

_ctrlDogWater = _display displayCtrl 1702;

_ctrlDogWater ctrlShow false

};

 

dayz_losCheck = {

private["_target","_agent","_cantSee"];

_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!

_agent = _this select 1;

_cantSee = true;

if (!isNull _target) then {

 

_tPos = visiblePositionASL _target;

_zPos = visiblePositionASL _agent;

 

_tPos set [2,(_tPos select 2)+1];

_zPos set [2,(_zPos select 2)+1];

 

if ((count _tPos > 0) && (count _zPos > 0)) then {

_cantSee = terrainIntersectASL [_tPos, _zPos];

if (!_cantSee) then {

_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];

};

};

};

_cantSee

};

 

dayz_equipCheck = {

private ["_empty", "_needed","_diff","_success"];

_config = _this;

_empty = [player] call BIS_fnc_invSlotsEmpty;

_needed = [_config] call BIS_fnc_invSlotType;

_diff = [_empty,_needed] call BIS_fnc_vectorDiff;

 

_success = true;

{

if (_x > 0) then {_success = false};

} count _diff;

hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];

_success

};

 

vehicle_gear_count = {

private["_counter"];

_counter = 0;

{

_counter = _counter + _x;

} count _this;

_counter

};

 

player_tagFriendlyMsg = {

if(player == (_this select 0)) then {

cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];

};

};

 

player_serverModelChange = {

private["_object","_model"];

_object = _this select 0;

_model = _this select 1;

if (_object == player) then {

_model call player_switchModel;

};

};

 

player_guiControlFlash = {

private["_control"];

_control = _this;

if (ctrlShown _control) then {

_control ctrlShow false;

} else {

_control ctrlShow true;

};

};

 

gearDialog_create = {

private ["_i","_dialog"];

if (!isNull (findDisplay 106)) then {

(findDisplay 106) closeDisplay 0;

};

openMap false;

closeDialog 0;

if (gear_done) then {sleep 0.001;};

player action ["Gear", player];

if (gear_done) then {sleep 0.001;};

_dialog = findDisplay 106;

_i = 0;

while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!

_i = _i + 1;

_dialog = findDisplay 106;

if (gear_done) then {sleep 0.001;};

if (_i in [100,200,299]) then {

closeDialog 0;

player action ["Gear", player];

};

if (_i > 300) exitWith {};

};

if (gear_done) then {sleep 0.001;};

_dialog = findDisplay 106;

if ((parseNumber(_this select 0)) != 0) then {

ctrlActivate (_dialog displayCtrl 157);

if (gear_done) then {

waitUntil {ctrlShown (_dialog displayCtrl 159)};

sleep 0.001;

};

};

_dialog

};

 

gear_ui_offMenu = {

private["_control","_parent","_menu"];

disableSerialization;

_control = _this select 0;

_parent = findDisplay 106;

if (!(_this select 3)) then {

for "_i" from 0 to 9 do {

_menu = _parent displayCtrl (1600 + _i);

_menu ctrlShow false;

};

_grpPos = ctrlPosition _control;

_grpPos set [3,0];

_control ctrlSetPosition _grpPos;

_control ctrlShow false;

_control ctrlCommit 0;

};

};

 

dze_surrender_off = {

player setVariable ["DZE_Surrendered", false, true];

DZE_Surrender = false;

};

 

gear_ui_init = {

private["_control","_parent","_menu","_dspl","_grpPos"];

disableSerialization;

_parent = findDisplay 106;

_control = _parent displayCtrl 6902;

for "_i" from 0 to 9 do {

_menu = _parent displayCtrl (1600 + _i);

_menu ctrlShow false;

};

_grpPos = ctrlPosition _control;

_grpPos set [3,0];

_control ctrlSetPosition _grpPos;

_control ctrlShow false;

_control ctrlCommit 0;

};

 

dayz_eyeDir = {

private["_vval","_vdir"];

_vval = (eyeDirection _this);

_vdir = (_vval select 0) atan2 (_vval select 1);

if (_vdir < 0) then {_vdir = 360 + _vdir};

_vdir

};

 

DZE_getModelName = {

_objInfo = toArray(str(_this));

_lenInfo = count _objInfo - 1;

_objName = [];

_i = 0;

// determine where the object name starts

{

if (58 == _objInfo select _i) exitWith {};

_i = _i + 1;

} count _objInfo;

_i = _i + 2; // skip the ": " part

for "_k" from _i to _lenInfo do {

_objName set [(count _objName), (_objInfo select _k)];

};

_objName = toLower(toString(_objName));

_objName

};

 

dze_isnearest_player = {

private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];

if(!isNull _this) then {

_nearPlayers = _this nearEntities ["CAManBase", 12];

_playerNear = ({isPlayer _x} count _nearPlayers) > 1;

_notClosest = false;

if (_playerNear) then {

// check if another player is closer

_playerDistance = player distance _this;

{

if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };

} count _nearPlayers;

};

} else {

_notClosest = false;

};

_notClosest

};

 

// trader menu code

if (DZE_ConfigTrader) then {

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";

}else{

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";

};

// recent murders menu code

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";

 

//This is still needed but the fsm should terminate if any errors pop up.

[] spawn {

private["_timeOut","_display","_control1","_control2"];

disableSerialization;

_timeOut = 0;

dayz_loadScreenMsg = "";

diag_log "DEBUG: loadscreen guard started.";

_display = uiNameSpace getVariable "BIS_loadingScreen";

if (!isNil "_display") then {

_control1 = _display displayctrl 8400;

_control2 = _display displayctrl 102;

};

if (!isNil "dayz_DisplayGenderSelect") then {

waitUntil {!dayz_DisplayGenderSelect};

};

 

// 120 sec timeout (12000 * 0.01)

while { _timeOut < 12000 } do {

if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };

if (!isNil "_display") then {

if ( isNull _display ) then {

waitUntil { !dialog; };

startLoadingScreen ["","RscDisplayLoadCustom"];

_display = uiNameSpace getVariable "BIS_loadingScreen";

_control1 = _display displayctrl 8400;

_control2 = _display displayctrl 102;

};

 

if ( dayz_loadScreenMsg != "" ) then {

_control1 ctrlSetText dayz_loadScreenMsg;

dayz_loadScreenMsg = "";

};

 

_control2 ctrlSetText format["%1",round(_timeOut*0.01)];

};

 

_timeOut = _timeOut + 1;

 

if (_timeOut >= 12000) then {

1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];

sleep 10;

endLoadingScreen;

endMission "END1";

};

 

sleep 0.01;

};

};

 

dayz_meleeMagazineCheck = {

private["_meleeNum","_magType"];

_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;

_meleeNum = ({_x == _magType} count magazines player);

if (_meleeNum < 1) then {

player addMagazine _magType;

};

};

 

dayz_originalPlayer = player;

 

progressLoadingScreen 0.8;

};

 

//Both

BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";

BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";

BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";

BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";

BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";

 

fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty

fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage

 

// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage

object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value

object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)

object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";

// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents

fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage

fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle

// Vehicle damage fix

vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";

vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";

//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle

fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";

fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;

fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;

fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;

dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit

vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";

local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object

local_lockUnlock = compile preprocessFileLineNumbers "custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle

local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object

local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage

local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed

//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon

curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";

player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";

player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";

player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";

player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";

player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";

player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";

player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";

world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};

player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";

spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";

spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";

// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";

FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!

private "_pos";

_thingy = _this select 0;

_pos = getPosASL _thingy;

if (surfaceIsWater _pos) then {

_thingy setPosASL _pos;

} else {

_thingy setPosATL (ASLToATL _pos);

};

};

FNC_GetPos = {

private "_pos";

if (isNil {_this select 0}) exitWith {[0,0,0]};

_thingy = _this select 0;

_pos = getPosASL _thingy;

if !(surfaceIsWater _pos) then {

_pos = ASLToATL _pos;

};

_pos

};

local_setFuel = {

private["_qty","_vehicle"];

_vehicle = _this select 0;

_qty = _this select 1;

_vehicle setFuel _qty;

};

zombie_initialize = {

private ["_unit","_position"];

_unit = _this select 0;

if (isServer) then {

_unit addEventHandler ["local", {_this call zombie_findOwner}];

};

_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];

_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];

};

 

dayz_EjectPlayer = {

// check if player in vehicle

private ["_noDriver","_vehicle","_inVehicle"];

_vehicle = vehicle player;

_inVehicle = (_vehicle != player);

if(_inVehicle) then {

_noDriver = ((_vehicle emptyPositions "driver") > 0);

if (_noDriver && (speed _vehicle) != 0) then {

player action [ "eject", _vehicle];

};

};

};

 

player_sumMedical = {

private["_character","_wounds","_legs","_arms","_medical"];

_character = _this;

_wounds = [];

if (_character getVariable["USEC_injured",false]) then {

{

if (_character getVariable[_x,false]) then {

_wounds set [count _wounds,_x];

};

} count USEC_typeOfWounds;

};

_legs = _character getVariable ["hit_legs",0];

_arms = _character getVariable ["hit_arms",0];

_medical = [

_character getVariable["USEC_isDead",false],

_character getVariable["NORRN_unconscious", false],

_character getVariable["USEC_infected",false],

_character getVariable["USEC_injured",false],

_character getVariable["USEC_inPain",false],

_character getVariable["USEC_isCardiac",false],

_character getVariable["USEC_lowBlood",false],

_character getVariable["USEC_BloodQty",12000],

_wounds,

[_legs,_arms],

_character getVariable["unconsciousTime",0],

_character getVariable["messing",[0,0]]

];

_medical

};

 

//Server Only

if (isServer) then {

call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";

} else {

eh_localCleanup = {};

};

 

initialized = true;

 

 

Рабочий компайл

 

 

/*

FUNCTION COMPILES

*/

//Player only

if (!isDedicated) then {

 

"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

 

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";

player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie

player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them

fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty

fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty

fnc_usec_selfActions = compile preprocessFileLineNumbers "scripts\fn_selfActions.sqf"; //Checks which actions for self

fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";

player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange

player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";

player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";

player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";

player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";

building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";

building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";

dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";

player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating

player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";

player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";

player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";

player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";

 

player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";

player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

 

player_removeTankTrap = {

//Object Array, Range, Error Message (@Skaronator)

[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;

};

player_removeNet = {

[["DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;

};

 

player_login = {

private ["_unit","_detail","_PUID"];

_unit = _this select 0;

_detail = _this select 1;

_PUID = [player] call FNC_GetPlayerUID;

if(_unit == _PUID) then {

player setVariable["publish",_detail];

};

};

 

player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";

player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";

 

player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";

player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";

player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";

player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music

player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";

player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";

player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";

world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";

world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";

player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";

player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";

player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";

player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";

fn_gearMenuChecks = compile preprocessFileLineNumbers "custom\fn_gearMenuChecks.sqf";

 

//Objects

object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";

object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";

object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";

 

local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";

 

//Zombies

zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";

zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour

zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour

wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour

 

pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

 

dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

 

//actions

player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";

player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";

player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";

player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";

player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";

player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";

player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";

player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";

player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";

player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";

player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";

player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";

player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";

player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";

player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";

 

if (DZE_modularBuild) then {

player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";

player_build_countNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_countNearby.sqf";

player_build_states = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_states.sqf";

player_build_needNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_needNearby.sqf";

player_build_getConfig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_getConfig.sqf";

player_build_plotCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_plotCheck.sqf";

player_build_buildReq = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_buildReq.sqf";

player_build_create = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_create.sqf";

player_build_controls = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_controls.sqf";

player_build_publish = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build_publish.sqf";

snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";

} else {

player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";

};

 

player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";

object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";

player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";

player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";

player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";

player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

 

player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";

player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

 

//ui

player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";

player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";

player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";

ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";

ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";

 

//System

player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";

player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";

player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";

onPreloadStarted "dayz_preloadFinished = false;";

onPreloadFinished "dayz_preloadFinished = true;";

 

// helper functions

player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";

player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";

player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";

//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"

player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";

 

// combination of check && remove items

player_checkAndRemoveItems = {

private ["_items","_b"];

_items = _this;

_b = _items call player_checkItems;

if (_ B) then {

_b = _items call player_removeItems;

};

_b

};

 

dayz_HungerThirst = {

dayz_hunger = dayz_hunger + (_this select 0);

dayz_thirst = dayz_thirst + (_this select 1);

};

 

epoch_totalCurrency = {

// total currency

_total_currency = 0;

{

_part = (configFile >> "CfgMagazines" >> _x);

_worth = (_part >> "worth");

if isNumber (_worth) then {

_total_currency = _total_currency + getNumber(_worth);

};

} count (magazines player);

_total_currency

};

 

epoch_itemCost = {

_trade_total = 0;

{

_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);

if (isClass (_part_in_configClass)) then {

_part_inWorth = (_part_in_configClass >> "worth");

if isNumber (_part_inWorth) then {

_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));

};

};

} count _this;

 

//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];

_trade_total

};

 

epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";

// usage [["partinclassname",4]] call epoch_returnChange;

 

dayz_losChance = {

private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];

_agent = _this select 0;

_dis = _this select 1;

_maxDis = _this select 2;

// diag_log ("VAL: " + str(_this));

_val = (_maxDis - _dis) max 0;

_maxExp = ((exp 2) * _maxDis);

_myExp = ((exp 2) * (_val)) / _maxExp;

_myExp = _myExp * 0.7;

_myExp

};

 

ui_initDisplay = {

private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];

disableSerialization;

_display = uiNamespace getVariable 'DAYZ_GUI_display';

_control = _display displayCtrl 1204;

_control ctrlShow false;

if (!r_player_injured) then {

_ctrlBleed = _display displayCtrl 1303;

_ctrlBleed ctrlShow false;

};

if (!r_fracture_legs && !r_fracture_arms) then {

_ctrlFracture = _display displayCtrl 1203;

_ctrlFracture ctrlShow false;

};

_ctrlDogFoodBorder = _display displayCtrl 1501;

_ctrlDogFoodBorder ctrlShow false;

_ctrlDogFood = _display displayCtrl 1701;

_ctrlDogFood ctrlShow false;

 

_ctrlDogWaterBorder = _display displayCtrl 1502;

_ctrlDogWaterBorder ctrlShow false;

_ctrlDogWater = _display displayCtrl 1702;

_ctrlDogWater ctrlShow false

};

 

dayz_losCheck = {

private["_target","_agent","_cantSee"];

_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!

_agent = _this select 1;

_cantSee = true;

if (!isNull _target) then {

 

_tPos = visiblePositionASL _target;

_zPos = visiblePositionASL _agent;

 

_tPos set [2,(_tPos select 2)+1];

_zPos set [2,(_zPos select 2)+1];

 

if ((count _tPos > 0) && (count _zPos > 0)) then {

_cantSee = terrainIntersectASL [_tPos, _zPos];

if (!_cantSee) then {

_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];

};

};

};

_cantSee

};

 

dayz_equipCheck = {

private ["_empty", "_needed","_diff","_success"];

_config = _this;

_empty = [player] call BIS_fnc_invSlotsEmpty;

_needed = [_config] call BIS_fnc_invSlotType;

_diff = [_empty,_needed] call BIS_fnc_vectorDiff;

 

_success = true;

{

if (_x > 0) then {_success = false};

} count _diff;

hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];

_success

};

 

vehicle_gear_count = {

private["_counter"];

_counter = 0;

{

_counter = _counter + _x;

} count _this;

_counter

};

 

player_tagFriendlyMsg = {

if(player == (_this select 0)) then {

cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];

};

};

 

player_serverModelChange = {

private["_object","_model"];

_object = _this select 0;

_model = _this select 1;

if (_object == player) then {

_model call player_switchModel;

};

};

 

player_guiControlFlash = {

private["_control"];

_control = _this;

if (ctrlShown (_control select 0)) then {

{_x ctrlShow false} foreach _control;

} else {

{_x ctrlShow true} foreach _control;

};

};

 

gearDialog_create = {

private ["_i","_dialog"];

if (!isNull (findDisplay 106)) then {

(findDisplay 106) closeDisplay 0;

};

openMap false;

closeDialog 0;

if (gear_done) then {sleep 0.001;};

player action ["Gear", player];

if (gear_done) then {sleep 0.001;};

_dialog = findDisplay 106;

_i = 0;

while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!

_i = _i + 1;

_dialog = findDisplay 106;

if (gear_done) then {sleep 0.001;};

if (_i in [100,200,299]) then {

closeDialog 0;

player action ["Gear", player];

};

if (_i > 300) exitWith {};

};

if (gear_done) then {sleep 0.001;};

_dialog = findDisplay 106;

if ((parseNumber(_this select 0)) != 0) then {

ctrlActivate (_dialog displayCtrl 157);

if (gear_done) then {

waitUntil {ctrlShown (_dialog displayCtrl 159)};

sleep 0.001;

};

};

_dialog

};

 

gear_ui_offMenu = {

private["_control","_parent","_menu"];

disableSerialization;

_control = _this select 0;

_parent = findDisplay 106;

if (!(_this select 3)) then {

for "_i" from 0 to 9 do {

_menu = _parent displayCtrl (1600 + _i);

_menu ctrlShow false;

};

_grpPos = ctrlPosition _control;

_grpPos set [3,0];

_control ctrlSetPosition _grpPos;

_control ctrlShow false;

_control ctrlCommit 0;

};

};

 

dze_surrender_off = {

player setVariable ["DZE_Surrendered", false, true];

DZE_Surrender = false;

};

 

gear_ui_init = {

private["_control","_parent","_menu","_dspl","_grpPos"];

disableSerialization;

_parent = findDisplay 106;

_control = _parent displayCtrl 6902;

for "_i" from 0 to 9 do {

_menu = _parent displayCtrl (1600 + _i);

_menu ctrlShow false;

};

_grpPos = ctrlPosition _control;

_grpPos set [3,0];

_control ctrlSetPosition _grpPos;

_control ctrlShow false;

_control ctrlCommit 0;

};

 

dayz_eyeDir = {

private["_vval","_vdir"];

_vval = (eyeDirection _this);

_vdir = (_vval select 0) atan2 (_vval select 1);

if (_vdir < 0) then {_vdir = 360 + _vdir};

_vdir

};

 

DZE_getModelName = {

_objInfo = toArray(str(_this));

_lenInfo = count _objInfo - 1;

_objName = [];

_i = 0;

// determine where the object name starts

{

if (58 == _objInfo select _i) exitWith {};

_i = _i + 1;

} count _objInfo;

_i = _i + 2; // skip the ": " part

for "_k" from _i to _lenInfo do {

_objName set [(count _objName), (_objInfo select _k)];

};

_objName = toLower(toString(_objName));

_objName

};

 

dze_isnearest_player = {

private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];

if(!isNull _this) then {

_nearPlayers = _this nearEntities ["CAManBase", 12];

_playerNear = ({isPlayer _x} count _nearPlayers) > 1;

_notClosest = false;

if (_playerNear) then {

// check if another player is closer

_playerDistance = player distance _this;

{

if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };

} count _nearPlayers;

};

} else {

_notClosest = false;

};

_notClosest

};

 

// trader menu code

if (DZE_ConfigTrader) then {

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";

}else{

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";

};

// recent murders menu code

call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";

 

//This is still needed but the fsm should terminate if any errors pop up.

[] spawn {

private["_timeOut","_display","_control1","_control2"];

disableSerialization;

_timeOut = 0;

dayz_loadScreenMsg = "";

diag_log "DEBUG: loadscreen guard started.";

_display = uiNameSpace getVariable "BIS_loadingScreen";

if (!isNil "_display") then {

_control1 = _display displayctrl 8400;

_control2 = _display displayctrl 102;

};

if (!isNil "dayz_DisplayGenderSelect") then {

waitUntil {!dayz_DisplayGenderSelect};

};

 

// 120 sec timeout (12000 * 0.01)

while { _timeOut < 12000 } do {

if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };

if (!isNil "_display") then {

if ( isNull _display ) then {

waitUntil { !dialog; };

startLoadingScreen ["","RscDisplayLoadCustom"];

_display = uiNameSpace getVariable "BIS_loadingScreen";

_control1 = _display displayctrl 8400;

_control2 = _display displayctrl 102;

};

 

if ( dayz_loadScreenMsg != "" ) then {

_control1 ctrlSetText dayz_loadScreenMsg;

dayz_loadScreenMsg = "";

};

 

_control2 ctrlSetText format["%1",round(_timeOut*0.01)];

};

 

_timeOut = _timeOut + 1;

 

if (_timeOut >= 12000) then {

1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];

sleep 10;

endLoadingScreen;

endMission "END1";

};

 

sleep 0.01;

};

};

 

dayz_meleeMagazineCheck = {

private["_meleeNum","_magType"];

_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;

_meleeNum = ({_x == _magType} count magazines player);

if (_meleeNum < 1) then {

player addMagazine _magType;

};

};

 

dayz_originalPlayer = player;

 

progressLoadingScreen 0.8;

};

 

//Both

BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";

BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";

BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";

BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";

BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";

 

fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty

fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage

 

// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage

object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value

object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)

object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)

object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";

// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents

fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage

fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle

// Vehicle damage fix

vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";

vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";

//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle

fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";

fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;

fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;

fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;

dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit

vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";

local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object

local_lockUnlock = compile preprocessFileLineNumbers "custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle

local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object

local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage

local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed

//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon

curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";

player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";

player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";

player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";

player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";

player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";

player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";

player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";

world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};

player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";

spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";

spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";

// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";

FNC_GetPlayerUID = {

private ["_object","_version","_PID"];

_object = _this select 0;

_version = productVersion select 3;

if (DayZ_UseSteamID) then {

_PID = GetPlayerUID _object;

} else {

if (_version >= 125548) then {

_PID = call (compile "GetPlayerUIDOld _object");

} else {

_PID = GetPlayerUID _object;

diag_log format["Your game version, %1, is less than the required for the old UID system; using Steam ID system instead. Update to 1.63.125548 (or latest steam beta)", _version];

};

};

_PID;

};

FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!

private "_pos";

_thingy = _this select 0;

_pos = getPosASL _thingy;

if (surfaceIsWater _pos) then {

_thingy setPosASL _pos;

} else {

_thingy setPosATL (ASLToATL _pos);

};

};

FNC_GetPos = {

private "_pos";

if (isNil {_this select 0}) exitWith {[0,0,0]};

_thingy = _this select 0;

_pos = getPosASL _thingy;

if !(surfaceIsWater _pos) then {

_pos = ASLToATL _pos;

};

_pos

};

local_setFuel = {

private["_qty","_vehicle"];

_vehicle = _this select 0;

_qty = _this select 1;

_vehicle setFuel _qty;

};

zombie_initialize = {

private ["_unit","_position"];

_unit = _this select 0;

if (isServer) then {

_unit addEventHandler ["local", {_this call zombie_findOwner}];

};

_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];

_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];

};

 

dayz_EjectPlayer = {

// check if player in vehicle

private ["_noDriver","_vehicle","_inVehicle"];

_vehicle = vehicle player;

_inVehicle = (_vehicle != player);

if(_inVehicle) then {

_noDriver = ((_vehicle emptyPositions "driver") > 0);

if (_noDriver && (speed _vehicle) != 0) then {

player action [ "eject", _vehicle];

};

};

};

 

player_sumMedical = {

private["_character","_wounds","_legs","_arms","_medical"];

_character = _this;

_wounds = [];

if (_character getVariable["USEC_injured",false]) then {

{

if (_character getVariable[_x,false]) then {

_wounds set [count _wounds,_x];

};

} count USEC_typeOfWounds;

};

_legs = _character getVariable ["hit_legs",0];

_arms = _character getVariable ["hit_arms",0];

_medical = [

_character getVariable["USEC_isDead",false],

_character getVariable["NORRN_unconscious", false],

_character getVariable["USEC_infected",false],

_character getVariable["USEC_injured",false],

_character getVariable["USEC_inPain",false],

_character getVariable["USEC_isCardiac",false],

_character getVariable["USEC_lowBlood",false],

_character getVariable["USEC_BloodQty",12000],

_wounds,

[_legs,_arms],

_character getVariable["unconsciousTime",0],

_character getVariable["messing",[0,0]]

];

_medical

};

 

//Server Only

if (isServer) then {

call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";

} else {

eh_localCleanup = {};

};

 

initialized = true;

 

 

Компайл с гит хаба

 

На гит хабовском элементарно нет этих строк в районе 101 линии

player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
	player_wearClothes =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
	object_pickup = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
	player_flipvehicle = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
	player_sleep = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
	player_antiWall =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
	player_deathBoard =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

player_plotPreview = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
player_upgradeVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

Изменено пользователем Дмитрий8087 (история изменений)

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Потому что в compile вписаны стандартные запросы и все.
Кастомные которые вы указали надо дописывать ручками.
 

player_wearClothes =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";

По стандарту есть. (Вытаскивать вообще compile надо с dayz_code вашего, а не с github. ИМХО).

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Потому что в compile вписаны стандартные запросы и все.

Кастомные которые вы указали надо дописывать ручками.

 

player_wearClothes =		compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";

По стандарту есть. (Вытаскивать вообще compile надо с dayz_code вашего, а не с github. ИМХО).

С дайз коде вообще нечего вытащить не могу тупо там не появляються файлы даже после получаса игры

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С дайз коде вообще нечего вытащить не могу тупо там не появляються файлы даже после получаса игры

Эм, что? Я надеюсь вы меня поняли про какой dayz_code, он не меняется и файлы там есть при скачивании мода Epoch.

@DayZ_Epoch/Addons/dayz_code.pbo (Распаковать, забрать файл и подключить через init.sqf)

 

Так же про ваш compile с github. Вы ему подключение делали?

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