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так еще и деньги перестали сохранятся в сейфах.

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так еще и деньги перестали сохранятся в сейфах.

rpt лог

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

== E:\games\ARMA 2 DayZ F.A.B.I.S. Repack\Expansion\beta\arma2oaserver.exe

== "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"

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

Exe timestamp: 2015/11/04 09:21:14

Current time: 2015/11/14 15:22:53

 

Version 1.63.112555

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/

Obsolete class Animations defined in bin\config.bin/RscCompass/

Obsolete class Animations defined in bin\config.bin/RscWatch/

Server error: Player without identity zveruga (id 503121417)

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 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon

"DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"

"DayZ Epoch: MPframework inited"

"infiSTAR.de - Ожидаю запуск bis_fnc_init..."

"АнтиХак Лог - bis_fnc_init done - AntiHack ЗАПУСКАЕТСЯ...!"

"infiSTAR.de - Версия AntiHack: 13072014IAHAT332B | Beta Patch Сервера: ["ArmA 2 OA","ArmA2OA",163,112555] | Карта: Chernarus | instance: 11 | missionName: DayZ_Epoch_11"

"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

}"

"infiSTAR.de - _randvar1: PV_yyu13Yy"

"infiSTAR.de - _randvar2: PV_1A0XzAb"

"infiSTAR.de - _randvar3: PV_hAzlYzX"

"infiSTAR.de - _randvar4: PV_4THl0TJ"

"infiSTAR.de - _randvar5: PV_AcT4bAp"

"infiSTAR.de - _randvar6: PV_bYyY11l"

"infiSTAR.de - _randvar13: PV_T93hRb0"

"infiSTAR.de - _randvar19: PV_19zT4b9"

"infiSTAR.de - _randvar26: PV_sA9cTyh"

"infiSTAR.de - _randvar27: PV_hpyyc40"

"infiSTAR.de - _randvar27a: PV_y99y3p0"

"infiSTAR.de - _randvar28: PV_bbpT99T"

"infiSTAR.de - infiSTAR_DLL_PATH: "

"infiSTAR.de - АнтиХак система ЗАГРУЖЕНА!"

"infiSTAR.de - Создаем Админ Меню..."

"infiSTAR.de - ДОБАВЛЯЕМ PublicVariableEventHandlers"

"АнтиХак Лог - АНТИХАК ПОЛНОСТЬЮ ЗАГРУЖЕН И РАБОТАЕТ!"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Res3tting B!S effects..."

"HIVE: Starting"

"HIVE: trying to get objects"

"#Ultima МАРКЕРЫ: Создание маркеров карты."

"[AGN] Starting Trader City Safezone Commander!"

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

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

"HIVE: found 162 objects"

"HIVE: Commence Object Streaming..."

"HIVE: got 2 Epoch Objects and 160 Vehicles"

"HIVE: Vehicle Spawn limit reached!"

"HIVE: Spawning # of Debris: 100"

"HIVE: Spawning # of Ammo Boxes: 3"

"HIVE: Spawning # of Veins: 50"

"Total Number of spawn locations 5"

"EPOCH EVENTS INIT"

"АнтиХак Лог - Лог Игрока: Naemnik(2532420) - 4ч 56мин"

"АнтиХак Лог - Лог Игрока: zveruga(9419460) - 4ч 56мин | ******АДМИНИСТРАЦИЯ******"

"TIME SYNC: Local Time set to [2013,8,3,15,26]"

"infiSTAR.de PVAH_AdminReqLog: [1234,B 1-1-C:1 (zveruga) REMOTE,"9419460"]"

"infiSTAR.de ******АДМИН-ВХОД УСПЕШЕН******: zveruga(9419460)"

"АнтиХак Лог: СЕЙВ ОТКРЫТ: ID:525 UID:0 Игрок: zveruga(9419460) @065072"

"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"

"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"

"get: STRING (9419460), sent: STRING (9419460)"

"DISCONNECT: zveruga (9419460) Object: B 1-1-C:1 (zveruga) REMOTE, _characterID: 27 at loc [6504.17,8120.92,0.00161743]"

Client: Remote object 3:5 not found

Client: Remote object 3:6 not found

Client: Remote object 3:7 not found

"get: STRING (2532420), sent: STRING (2532420)"

"DISCONNECT: Naemnik (2532420) Object: B 1-1-D:1 (Naemnik) REMOTE, _characterID: 28 at loc [6501.97,8124.52,0.00137329]"

Client: Remote object 4:5 not found

Client: Remote object 4:6 not found

Client: Remote object 4:7 not found

Warning: Cleanup player - person 4:4 not found

Warning: Cleanup player - person 4:4 not found

 

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=====================================================================
== E:\games\ARMA 2 DayZ F.A.B.I.S. Repack\Expansion\beta\arma2oaserver.exe
== "Expansion\beta\arma2oaserver.exe"  -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2015/11/04 09:21:14
Current time:  2015/11/14 15:22:53

Version 1.63.112555
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/
Obsolete class Animations defined in bin\config.bin/RscCompass/
Obsolete class Animations defined in bin\config.bin/RscWatch/
Server error: Player without identity zveruga (id 503121417)
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 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
"DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
"DayZ Epoch: MPframework inited"
"infiSTAR.de - Ожидаю запуск bis_fnc_init..."
"АнтиХак Лог - bis_fnc_init done - AntiHack ЗАПУСКАЕТСЯ...!"
"infiSTAR.de - Версия AntiHack: 13072014IAHAT332B | Beta Patch Сервера: ["ArmA 2 OA","ArmA2OA",163,112555] | Карта: Chernarus | instance: 11 | missionName: DayZ_Epoch_11"
"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
}"
"infiSTAR.de - _randvar1: PV_yyu13Yy"
"infiSTAR.de - _randvar2: PV_1A0XzAb"
"infiSTAR.de - _randvar3: PV_hAzlYzX"
"infiSTAR.de - _randvar4: PV_4THl0TJ"
"infiSTAR.de - _randvar5: PV_AcT4bAp"
"infiSTAR.de - _randvar6: PV_bYyY11l"
"infiSTAR.de - _randvar13: PV_T93hRb0"
"infiSTAR.de - _randvar19: PV_19zT4b9"
"infiSTAR.de - _randvar26: PV_sA9cTyh"
"infiSTAR.de - _randvar27: PV_hpyyc40"
"infiSTAR.de - _randvar27a: PV_y99y3p0"
"infiSTAR.de - _randvar28: PV_bbpT99T"
"infiSTAR.de - infiSTAR_DLL_PATH: "
"infiSTAR.de - АнтиХак система ЗАГРУЖЕНА!"
"infiSTAR.de - Создаем Админ Меню..."
"infiSTAR.de - ДОБАВЛЯЕМ PublicVariableEventHandlers"
"АнтиХак Лог - АНТИХАК ПОЛНОСТЬЮ ЗАГРУЖЕН И РАБОТАЕТ!"
Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
"Res3tting B!S effects..."
"HIVE: Starting"
"HIVE: trying to get objects"
"#Ultima МАРКЕРЫ: Создание маркеров карты."
"[AGN] Starting Trader City Safezone Commander!"
"Error: Attempting to start AGN products on a server where it should not be!"
Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
"HIVE: found 162 objects"
"HIVE: Commence Object Streaming..."
"HIVE: got 2 Epoch Objects and 160 Vehicles"
"HIVE: Vehicle Spawn limit reached!"
"HIVE: Spawning # of Debris: 100"
"HIVE: Spawning # of Ammo Boxes: 3"
"HIVE: Spawning # of Veins: 50"
"Total Number of spawn locations 5"
"EPOCH EVENTS INIT"
"АнтиХак Лог - Лог Игрока: Naemnik(2532420) - 4ч 56мин"
"АнтиХак Лог - Лог Игрока: zveruga(9419460) - 4ч 56мин | ******АДМИНИСТРАЦИЯ******"
"TIME SYNC: Local Time set to [2013,8,3,15,26]"
"infiSTAR.de PVAH_AdminReqLog: [1234,B 1-1-C:1 (zveruga) REMOTE,"9419460"]"
"infiSTAR.de ******АДМИН-ВХОД УСПЕШЕН******: zveruga(9419460)"
"АнтиХак Лог: СЕЙВ ОТКРЫТ: ID:525 UID:0 Игрок: zveruga(9419460) @065072"
"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"
"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"
"get: STRING (9419460), sent: STRING (9419460)"
"DISCONNECT: zveruga (9419460) Object: B 1-1-C:1 (zveruga) REMOTE, _characterID: 27 at loc [6504.17,8120.92,0.00161743]"
Client: Remote object 3:5 not found
Client: Remote object 3:6 not found
Client: Remote object 3:7 not found
"get: STRING (2532420), sent: STRING (2532420)"
"DISCONNECT: Naemnik (2532420) Object: B 1-1-D:1 (Naemnik) REMOTE, _characterID: 28 at loc [6501.97,8124.52,0.00137329]"
Client: Remote object 4:5 not found
Client: Remote object 4:6 not found
Client: Remote object 4:7 not found
Warning: Cleanup player - person 4:4 not found
Warning: Cleanup player - person 4:4 not found

замени у себя, должно помочь




private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_inventory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded","_ownerPUID"];

 
 
dayz_versionNo =         getText(configFile >> "CfgMods" >> "DayZ" >> "version");
dayz_hiveVersionNo =     getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");

 
 
_hiveLoaded = false;

 
 
waitUntil{initialized}; //means all the functions are now defined

 
 
diag_log "HIVE: Starting";

 
 
waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)

    
// Custom Configs
if(isnil "MaxVehicleLimit") then {
    MaxVehicleLimit = 50;
};

 
 
if(isnil "MaxDynamicDebris") then {
    MaxDynamicDebris = 100;
};
if(isnil "MaxAmmoBoxes") then {
    MaxAmmoBoxes = 3;
};
if(isnil "MaxMineVeins") then {
    MaxMineVeins = 50;
};
// Custon Configs End

 
 
if (isServer && isNil "sm_done") then {

 
 
    serverVehicleCounter = [];
    _hiveResponse = [];

 
 
    for "_i" from 1 to 5 do {
        diag_log "HIVE: trying to get objects";
        _key = format["CHILD:302:%1:", dayZ_instance];
        _hiveResponse = _key call server_hiveReadWrite;  
        if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
            if ((_hiveResponse select 1) == "Instance already initialized") then {
                _superkey = profileNamespace getVariable "SUPERKEY";
                _shutdown = format["CHILD:400:%1:", _superkey];
                _res = _shutdown call server_hiveReadWrite;
                diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
            } else {
                diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));

            
            };
            _hiveResponse = ["",0];

        } 
        else {
            diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
            _i = 99; // break
        };
    };

    
    _BuildingQueue = [];
    _objectQueue = [];

    
    if ((_hiveResponse select 0) == "ObjectStreamStart") then {

    
        // save superkey
        profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];

        
        _hiveLoaded = true;

    
        diag_log ("HIVE: Commence Object Streaming...");
        _key = format["CHILD:302:%1:", dayZ_instance];
        _objectCount = _hiveResponse select 1;
        _bQty = 0;
        _vQty = 0;
        for "_i" from 1 to _objectCount do {
            _hiveResponse = _key call server_hiveReadWriteLarge;
            //diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
            if ((_hiveResponse select 2) isKindOf "ModularItems") then {
                _BuildingQueue set [_bQty,_hiveResponse];
                _bQty = _bQty + 1;
            } else {
                _objectQueue set [_vQty,_hiveResponse];
                _vQty = _vQty + 1;
            };
        };
        diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
    };

    
    // # NOW SPAWN OBJECTS #
    _totalvehicles = 0;

    {
        _idKey =         _x select 1;
        _type =            _x select 2;
        _ownerID =         _x select 3;

 
 
        _worldspace =     _x select 4;
        _inventory =    _x select 5;
        _hitPoints =    _x select 6;
        _fuel =            _x select 7;
        _damage =         _x select 8;

        
        _dir = 0;
        _pos = [0,0,0];
        _wsDone = false;
        if (count _worldspace >= 2) then


        {
        
            if ((typeName (_worldspace select 0)) == "STRING") then {
                _worldspace set [0, call compile (_worldspace select 0)];
                _worldspace set [1, call compile (_worldspace select 1)];
            };

        
            _dir = _worldspace select 0;
            if (count (_worldspace select 1) == 3) then {
                _pos = _worldspace select 1;
                _wsDone = true;



            }
        };            
        
        if (!_wsDone) then {
            if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
            _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
            if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
            diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
        };

        
        _vector = [[0,0,0],[0,0,0]];
_vecExists = false;
_ownerPUID = "0";   
if (count _worldspace >= 3) then{
    if(count _worldspace == 3) then{

            if(typename (_worldspace select 2) == "STRING")then{
                _ownerPUID = _worldspace select 2;
            }else{
                 if(typename (_worldspace select 2) == "ARRAY")then{
                    _vector = _worldspace select 2;
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;





                        };
                    };
                };                  
            };
 
 
    }else{
        //Was not 3 elements, so check if 4 or more
        if(count _worldspace == 4) then{
            if(typename (_worldspace select 3) == "STRING")then{
                _ownerPUID = _worldspace select 3;
            }else{
                if(typename (_worldspace select 2) == "STRING")then{
                    _ownerPUID = _worldspace select 2;



                };
            };
 
 
 
 
            if(typename (_worldspace select 2) == "ARRAY")then{
                _vector = _worldspace select 2;
                if(count _vector == 2)then{
                    if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                        _vecExists = true;
                    };
                };
            }else{
                if(typename (_worldspace select 3) == "ARRAY")then{
                    _vector = _worldspace select 3;
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;





                        };
                    };
                };
            };
 
 
        }else{
            //More than 3 or 4 elements found
            //Might add a search for the vector, ownerPUID will equal 0

        };
    };
}; 

        
        // Realign characterID to OwnerPUID - need to force save though.


        
        if (count _worldspace < 3) then
        {
            _worldspace set [count _worldspace, "0"];
        };        
        _ownerPUID = _worldspace select 2;
        
        // diag_log format["Server_monitor: [ObjectID = %1]  [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID];

        
        if (_damage < 1) then {
            //diag_log format["OBJ: %1 - %2", _idKey,_type];

            
            //Create it
            _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
            _object setVariable ["lastUpdate",time];
            _object setVariable ["ObjectID", _idKey, true];
            _object setVariable ["ownerPUID", _ownerPUID, true];

            if (typeOf (_object) in  DZE_DoorsLocked) then {
                _object setVariable ["doorfriends", _inventory, true];
                };
 
 
            _lockable = 0;
            if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
                _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
            };

 
 
            // fix for leading zero issues on safe codes after restart
            if (_lockable == 4) then {
                _codeCount = (count (toArray _ownerID));
                if(_codeCount == 3) then {
                    _ownerID = format["0%1", _ownerID];

                };
                if(_codeCount == 2) then {
                    _ownerID = format["00%1", _ownerID];

                };
                if(_codeCount == 1) then {
                    _ownerID = format["000%1", _ownerID];

                };
            };

 
 
            if (_lockable == 3) then {
                _codeCount = (count (toArray _ownerID));
                if(_codeCount == 2) then {
                    _ownerID = format["0%1", _ownerID];

                };
                if(_codeCount == 1) then {
                    _ownerID = format["00%1", _ownerID];

                };
            };

 
 
            _object setVariable ["CharacterID", _ownerID, true];




            
            clearWeaponCargoGlobal  _object;
            clearMagazineCargoGlobal  _object;
            // _object setVehicleAmmo DZE_vehicleAmmo;

            
            _object setdir _dir;

            if(_vecExists)then{
    _object setVectorDirAndUp _vector;


}; 
            _object setposATL _pos;
            _object setDamage _damage;

            
            if ((typeOf _object) in dayz_allowedObjects) then {



                if (DZE_GodModeBase) then {
                _object setVariable["memDir",_dir,true];
                    _object addEventHandler ["HandleDamage", {false}];
                } else {
                    _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];

                };
                // Test disabling simulation server side on buildables only.
                _object enableSimulation false;
                // used for inplace upgrades && lock/unlock of safe
                _object setVariable ["OEMPos", _pos, true];

                
            };

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

                    if( count (_inventory) > 3)then{
                    _object setVariable ["bankMoney", _inventory select 3, true];
                        }else{
                        _object setVariable ["bankMoney", 0, true];


                        };
                if (_type in DZE_LockedStorage) then {
                    // Fill variables with loot
                    _object setVariable ["WeaponCargo", (_inventory select 0),true];
                    _object setVariable ["MagazineCargo", (_inventory select 1),true];
                    _object setVariable ["BackpackCargo", (_inventory select 2),true];
                } else {

 
 
                    //Add weapons
                    _objWpnTypes = (_inventory select 0) select 0;
                    _objWpnQty = (_inventory select 0) select 1;
                    _countr = 0;                    

                    {
                        if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
                            _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);

                        };
                        _isOK =     isClass(configFile >> "CfgWeapons" >> _x);
                        if (_isOK) then {
                            _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];

                        };
                        _countr = _countr + 1;
                    } count _objWpnTypes; 

                
                    //Add Magazines
                    _objWpnTypes = (_inventory select 1) select 0;
                    _objWpnQty = (_inventory select 1) select 1;
                    _countr = 0;

                    {
                        if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
                        if (_x == "ItemTent") then { _x = "ItemTentOld" };
                        _isOK =     isClass(configFile >> "CfgMagazines" >> _x);
                        if (_isOK) then {
                            _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];

                        };
                        _countr = _countr + 1;
                    } count _objWpnTypes;

 
 
                    //Add Backpacks
                    _objWpnTypes = (_inventory select 2) select 0;
                    _objWpnQty = (_inventory select 2) select 1;
                    _countr = 0;

                    {
                        _isOK =     isClass(configFile >> "CfgVehicles" >> _x);
                        if (_isOK) then {
                            _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];

                        };
                        _countr = _countr + 1;
                    } count _objWpnTypes;



                };
            };    
            
            if (_object isKindOf "AllVehicles") then {


                {
                    _selection = _x select 0;
                    _dam = _x select 1;
                    if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
                    [_object,_selection,_dam] call object_setFixServer;
                } count _hitpoints;

 
 
                _object setFuel _fuel;





 
 
                if (!((typeOf _object) in dayz_allowedObjects)) then {

                    
                    //_object setvelocity [0,0,1];
                    _object call fnc_veh_ResetEH;        

                    
                    if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {


                        _object setvehiclelock "locked";


                    };
                    
                    _totalvehicles = _totalvehicles + 1;

 
 
                    // total each vehicle
                    serverVehicleCounter set [count serverVehicleCounter,_type];


                };
            };

 
 
            //Monitor the object
            PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
        };
    } forEach (_BuildingQueue + _objectQueue);
    // # END SPAWN OBJECTS #

 
 
    // preload server traders menu data into cache
    if !(DZE_ConfigTrader) then {

        {
            // get tids
            _traderData = call compile format["menu_%1;",_x];
            if(!isNil "_traderData") then {

                {
                    _traderid = _x select 1;

 
 
                    _retrader = [];

 
 
                    _key = format["CHILD:399:%1:",_traderid];
                    _data = "HiveEXT" callExtension _key;

 
 
                    //diag_log "HIVE: Request sent";

            
                    //Process result
                    _result = call compile format ["%1",_data];
                    _status = _result select 0;

            
                    if (_status == "ObjectStreamStart") then {
                        _val = _result select 1;
                        //Stream Objects
                        //diag_log ("HIVE: Commence Menu Streaming...");
                        call compile format["ServerTcache_%1 = [];",_traderid];
                        for "_i" from 1 to _val do {
                            _data = "HiveEXT" callExtension _key;
                            _result = call compile format ["%1",_data];
                            call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
                            _retrader set [count _retrader,_result];

                        };
                        //diag_log ("HIVE: Streamed " + str(_val) + " objects");


                    };
 
 
                } forEach (_traderData select 0);
            };
        } forEach serverTraders;
    };

 
 
    if (_hiveLoaded) then {
        //  spawn_vehicles
        _vehLimit = MaxVehicleLimit - _totalvehicles;
        if(_vehLimit > 0) then {
            diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
            for "_x" from 1 to _vehLimit do {
                [] spawn spawn_vehicles;
            };
        } else {
            diag_log "HIVE: Vehicle Spawn limit reached!";
        };
    };

    
    //  spawn_roadblocks
    diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
    for "_x" from 1 to MaxDynamicDebris do {
        [] spawn spawn_roadblocks;
    };
    //  spawn_ammosupply at server start 1% of roadblocks
    diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
    for "_x" from 1 to MaxAmmoBoxes do {
        [] spawn spawn_ammosupply;
    };
    // call spawning mining veins
    diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
    for "_x" from 1 to MaxMineVeins do {
        [] spawn spawn_mineveins;
    };

 
 
    if(isnil "dayz_MapArea") then {
        dayz_MapArea = 10000;
    };
    if(isnil "HeliCrashArea") then {
        HeliCrashArea = dayz_MapArea / 2;
    };
    if(isnil "OldHeliCrash") then {
        OldHeliCrash = false;
    };

 
 
    // [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
    if(OldHeliCrash) then {
        _nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
    };
    if (isDedicated) then {
        // Epoch Events
        _id = [] spawn server_spawnEvents;
        // server cleanup
        [] spawn {
            private ["_id"];
            sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
            waitUntil {!isNil "server_spawnCleanAnimals"};
            _id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
        };

 
 
        // spawn debug box
        _debugMarkerPosition = getMarkerPos "respawn_west";
        _debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
        _vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
        _vehicle_0 setPos _debugMarkerPosition;
        _vehicle_0 setVariable ["ObjectID","1",true];

 
 
        // max number of spawn markers
        if(isnil "spawnMarkerCount") then {
            spawnMarkerCount = 10;
        };
        actualSpawnMarkerCount = 0;
        // count valid spawn marker positions
        for "_i" from 0 to spawnMarkerCount do {
            if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
                actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
            } else {
                // exit since we did not find any further markers
                _i = spawnMarkerCount + 99;
            };

            
        };
        diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];

        
        endLoadingScreen;
























    };

 
 
    allowConnection = true;    
    sm_done = true;
    publicVariable "sm_done";
};

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нет не помогло. список по прежнему пустой. и еще операции с монетами в сейфе не сохраняются,  а у игрока сохраняются. До того как как поставил скрипт door manage было все нормально. может дать изначальное состояние файла сервер_монитор (до того как начал установку этого скрипта).

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нет не помогло. список по прежнему пустой. и еще операции с монетами в сейфе не сохраняются,  а у игрока сохраняются. До того как как поставил скрипт door manage было все нормально. может дать изначальное состояние файла сервер_монитор (до того как начал установку этого скрипта).

это немного "дерзкий" скрипт, нужно проверять.

После того что я скинул, ошибки были в рпт?

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ошибок нету. но и изменений нет никаких. также список пустой. с деньгами тоже напутано все. без монет устанавливал таже беда. может plot for life не такой версии?

Изменено пользователем zveruga (история изменений)

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ошибок нету. но и изменений нет никаких. также список пустой. с деньгами тоже напутано все. без монет устанавливал таже беда. может plot for life не такой версии?

Клиентский лог?

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

== E:\games\ARMA 2 DayZ F.A.B.I.S. Repack\Expansion\beta\arma2oaserver.exe

== "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"

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

Exe timestamp: 2015/11/04 09:21:14

Current time: 2015/11/14 16:00:40

 

Version 1.63.112555

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/

Obsolete class Animations defined in bin\config.bin/RscCompass/

Obsolete class Animations defined in bin\config.bin/RscWatch/

Warning Message: No challenge value was received from the master server.

GameSpy QR2 error: 5, No challenge value was received from the master server.

Server error: Player without identity zveruga (id 604935447)

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 [[<No group>:0 (FunctionsManager)],any]"

"DayZ Epoch: MPframework inited"

"infiSTAR.de - Ожидаю запуск bis_fnc_init..."

"АнтиХак Лог - bis_fnc_init done - AntiHack ЗАПУСКАЕТСЯ...!"

"infiSTAR.de - Версия AntiHack: 13072014IAHAT332B | Beta Patch Сервера: ["ArmA 2 OA","ArmA2OA",163,112555] | Карта: Chernarus | instance: 11 | missionName: DayZ_Epoch_11"

"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

}"

"infiSTAR.de - _randvar1: PV_JhRbATb"

"infiSTAR.de - _randvar2: PV_hh90buz"

"infiSTAR.de - _randvar3: PV_J1zzTyX"

"infiSTAR.de - _randvar4: PV_R9yYlT9"

"infiSTAR.de - _randvar5: PV_04zTsHs"

"infiSTAR.de - _randvar6: PV_yTy1TYb"

"infiSTAR.de - _randvar13: PV_s49lRJ3"

"infiSTAR.de - _randvar19: PV_yhl9zuT"

"infiSTAR.de - _randvar26: PV_yhhJbbz"

"infiSTAR.de - _randvar27: PV_THJb1zH"

"infiSTAR.de - _randvar27a: PV_cpl3sJb"

"infiSTAR.de - _randvar28: PV_bR1Yz9s"

"infiSTAR.de - infiSTAR_DLL_PATH: "

"infiSTAR.de - АнтиХак система ЗАГРУЖЕНА!"

"infiSTAR.de - Создаем Админ Меню..."

"infiSTAR.de - ДОБАВЛЯЕМ PublicVariableEventHandlers"

"АнтиХак Лог - АНТИХАК ПОЛНОСТЬЮ ЗАГРУЖЕН И РАБОТАЕТ!"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Res3tting B!S effects..."

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

"#Ultima МАРКЕРЫ: Создание маркеров карты."

"[AGN] Starting Trader City Safezone Commander!"

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

"HIVE: Starting"

"HIVE: trying to get objects"

"HIVE: found 162 objects"

"HIVE: Commence Object Streaming..."

"HIVE: got 2 Epoch Objects and 160 Vehicles"

"HIVE: Vehicle Spawn limit reached!"

"HIVE: Spawning # of Debris: 100"

"HIVE: Spawning # of Ammo Boxes: 3"

"HIVE: Spawning # of Veins: 50"

"Total Number of spawn locations 5"

"АнтиХак Лог - Лог Игрока: Naemnik(2532420) - 5ч 33мин"

"АнтиХак Лог - Лог Игрока: zveruga(9419460) - 5ч 33мин | ******АДМИНИСТРАЦИЯ******"

"АнтиХак Игрок Присоединился: _uid: 2532420 _name: Naemnik"

"АнтиХак Игрок Присоединился: _uid: 9419460 _name: zveruga"

"АнтиХак Игрок Присоединился: _uid: _name: __SERVER__"

"EPOCH EVENTS INIT"

"DEBUG VEIN: on road [4455.66,9142.92]"

"TIME SYNC: Local Time set to [2013,8,3,16,3]"

"infiSTAR.de PVAH_AdminReqLog: [1234,B 1-1-C:1 (zveruga) REMOTE,"9419460"]"

"infiSTAR.de ******АДМИН-ВХОД УСПЕШЕН******: zveruga(9419460)"

"АнтиХак Лог: СЕЙВ ОТКРЫТ: ID:525 UID:0 Игрок: zveruga(9419460) @065072"

"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"

"АнтиХак Лог: ПОПЫТКА ОТКРЫТЬ ДВЕРЬ: ID:533 UID:0 Игрок: Naemnik(2532420) @065072 КОД ВВЕДЕН: 000 | ПРАВИЛЬНЫЙ КОД: 554"

"get: STRING (9419460), sent: STRING (9419460)"

"DISCONNECT: zveruga (9419460) Object: B 1-1-C:1 (zveruga) REMOTE, _characterID: 27 at loc [6500.58,8121.74,0.00137329]"

Client: Remote object 3:5 not found

Client: Remote object 3:6 not found

Client: Remote object 3:7 not found

"get: STRING (2532420), sent: STRING (2532420)"

"DISCONNECT: Naemnik (2532420) Object: B 1-1-C:1 (Naemnik) REMOTE, _characterID: 28 at loc [6502.33,8126.04,0.00134277]"

Client: Remote object 4:5 not found

Client: Remote object 4:6 not found

Client: Remote object 4:7 not found

"CLEANUP: INITIALIZING CLEANUP SCRIPT"

 

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может в файле server_updateObject.sqf ошибка.

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может в файле server_updateObject.sqf ошибка.

давай update

 

закинь на pastebin.com или под спойлер

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извиняюсь что значит  "под спойлер", переменную doorfriends надо определять в

private ?["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];

Изменено пользователем zveruga (история изменений)

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извиняюсь что значит "под спойлер"

просто на pastebin.com код залей

 

извиняюсь что значит "под спойлер", переменную doorfriends надо определять в

private ?["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];

Зачем определять?

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просто на pastebin.com код залей

 

Зачем определять?

залил

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залил

Да? а медаль за что вручать?

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/*

[_object,_type] spawn server_updateObject;

*/

private ["_object","_type","_objectID","_uid","_lastUpdate","_needUpdate","_object_position","_object_inventory","_object_damage","_isNotOk","_parachuteWest","_firstTime","_object_killed","_object_repair","_isbuildable"];

 

_object = _this select 0;

 

if(isNull(_object)) exitWith {

diag_log format["Skipping Null Object: %1", _object];

};

 

_type = _this select 1;

_parachuteWest = ((typeOf _object == "ParachuteWest") || (typeOf _object == "ParachuteC"));

_isbuildable = (typeOf _object) in dayz_allowedObjects;

_isNotOk = false;

_firstTime = false;

 

_objectID = _object getVariable ["ObjectID","0"];

_uid = _object getVariable ["ObjectUID","0"];

 

if ((typeName _objectID != "string") || (typeName _uid != "string")) then

{

diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);

//force fail

_objectID = "0";

_uid = "0";

};

if (!_parachuteWest && !(locked _object)) then {

if (_objectID == "0" && _uid == "0") then

{

_object_position = getPosATL _object;

_isNotOk = true;

};

};

 

// do not update if buildable && not ok

if (_isNotOk && _isbuildable) exitWith { };

 

// delete if still not ok

if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };

 

 

_lastUpdate = _object getVariable ["lastUpdate",time];

_needUpdate = _object in needUpdate_objects;

 

// TODO ----------------------

_object_position = {

private["_position","_worldspace","_fuel","_key"];

_position = getPosATL _object;

_worldspace = [(getDir _object) call KK_fnc_floatToString, _position call KK_fnc_positionToString];

_fuel = 0;

if (_object isKindOf "AllVehicles") then {

_fuel = fuel _object;

};

_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];

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

_key call server_hiveWrite;

};

 

_object_inventory = {

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

_isNormal = true;

if (typeOf (_object)in DZE_DoorsLocked) then{

_isNormal = false;

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

};

if(_isNormal)then {

_inventory = [

getWeaponCargo _object,

getMagazineCargo _object,

getBackpackCargo _object

, _object getVariable["bankMoney",0]

];

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

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

_object setVariable["lastInventory",_inventory];

if (_objectID == "0") then {

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

} else {

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

};

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

_key call server_hiveWrite;

};

};

 

_object_damage = {

private["_hitpoints","_array","_hit","_selection","_key","_damage"];

_hitpoints = _object call vehicle_getHitpoints;

_damage = damage _object;

_array = [];

{

_hit = [_object,_x] call object_getHit;

_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");

if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};

_object setHit ["_selection", _hit];

} count _hitpoints;

 

_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];

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

_key call server_hiveWrite;

_object setVariable ["needUpdate",false,true];

};

 

_object_killed = {

private["_hitpoints","_array","_hit","_selection","_key","_damage"];

_hitpoints = _object call vehicle_getHitpoints;

//_damage = damage _object;

_damage = 1;

_array = [];

{

_hit = [_object,_x] call object_getHit;

_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");

if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};

_hit = 1;

_object setHit ["_selection", _hit];

} count _hitpoints;

 

if (_objectID == "0") then {

_key = format["CHILD:306:%1:%2:%3:",_uid,_array,_damage];

} else {

_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];

};

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

_key call server_hiveWrite;

_object setVariable ["needUpdate",false,true];

if ((count _this) > 2) then {

_killer = _this select 2;

_charID = _object getVariable ['CharacterID','0'];

_objID = _object getVariable['ObjectID','0'];

_objUID = _object getVariable['ObjectUID','0'];

_worldSpace = getPosATL _object;

if (getPlayerUID _killer != "") then {

_name = if (alive _killer) then { name _killer; } else { format["OBJECT %1", _killer]; };

diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6, Killer: %7 (UID: %8)", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace, _name, (getPlayerUID _killer)];

} else {

diag_log format["Vehicle killed: Vehicle %1 (TYPE: %2), CharacterID: %3, ObjectID: %4, ObjectUID: %5, Position: %6", _object, (typeOf _object), _charID, _objID, _objUID, _worldSpace];

};

};

};

 

_object_repair = {

private["_hitpoints","_array","_hit","_selection","_key","_damage"];

_hitpoints = _object call vehicle_getHitpoints;

_damage = damage _object;

_array = [];

{

_hit = [_object,_x] call object_getHit;

_selection = getText (configFile >> "CfgVehicles" >> (typeOf _object) >> "HitPoints" >> _x >> "name");

if (_hit > 0) then {_array set [count _array,[_selection,_hit]]};

_object setHit ["_selection", _hit];

} count _hitpoints;

 

_key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage];

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

_key call server_hiveWrite;

_object setVariable ["needUpdate",false,true];

};

// TODO ----------------------

 

_object setVariable ["lastUpdate",time,true];

switch (_type) do {

case "all": {

call _object_position;

call _object_inventory;

call _object_damage;

};

case "position": {

if (!(_object in needUpdate_objects)) then {

//diag_log format["DEBUG Position: Added to NeedUpdate=%1",_object];

needUpdate_objects set [count needUpdate_objects, _object];

};

};

case "gear": {

call _object_inventory;

};

case "damage": {

if ( (time - _lastUpdate) > 5) then {

call _object_damage;

} else {

if (!(_object in needUpdate_objects)) then {

//diag_log format["DEBUG Damage: Added to NeedUpdate=%1",_object];

needUpdate_objects set [count needUpdate_objects, _object];

};

};

};

case "killed": {

call _object_killed;

};

case "repair": {

call _object_damage;

};

};

 

Изменено пользователем zveruga (история изменений)

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Вот сейчас должно сработать

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

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Ну наконец то!!!!!!! все заработало. респект тебе и уважуха!!!

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Ну наконец то!!!!!!! все заработало. респект тебе и уважуха!!!

всегда пожалуйста 

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У этой строки нету  

  1. if (count _inventory> 0) then {

 

ЧТО ДЕЛАТЬ?

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Подскажите пожалуйста, поставил скрипт по гайду, меню отображается, но оно не видит что постройка моя и скан глаза не работает, да и деньги сохранять перестало, уже перепробовал все способы(

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Блин чёт намудрил, теперь после того как поставил дверь всё работает кроме сейфа, и после рестарта перестаёт работать, и не видит что я ставил дверь( подскажите кто знает, как исправить?

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Ребят что может быть за проблема, до рестарта ставлю двери работает нормально, после рестарта двери не сканируются пишет мов не я их строил(((,?

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Ставил вместе с Advanced Trading 2.1. Торговля начисто отказывает функционировать, а в менеджере дверей работает только функция открытия самой двери. Ни скана глаз, ни меню. Вообще ничего. В чём может быть проблема? Рпт как серверный, так и клиентский пустые. Уже 5 день голову ломаю.

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      #include "$CurrentDir:mpmissions\dayzOffline.chernarusplus\spawn_buildings.c" 2. Создаем в папке вашей активной mpmissions файлик spawn_buildings.c и заполняем его следующей информацией.
      void SpawnObject( string type, vector position, vector orientation ) { private string NameBlockLog = "[CreateObject] "; private string InfoLog = ""; if(type != "") { auto obj = GetGame().CreateObject( type, "0 0 0" ); if(obj) { if ((position[0] != 0) && (position[1] != 0) && (position[2] != 0)) { obj.SetPosition( position ); obj.SetOrientation( orientation ); obj.Update(); if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } InfoLog = "[Type: '" + obj.GetType() + "' Position: '" + obj.GetPosition().ToString() + "' Orientation: '" + obj.GetOrientation().ToString() + "']"; Write_Log(NameBlockLog + " Object has been created successfully! Info " + InfoLog); } else { InfoLog = "[Type: '" + type + "' Position: '" + position + "' Orientation: '" + orientation + "']"; Write_Log(NameBlockLog + " Object can't be created! Incorrect writed position. Info " + InfoLog); } } else { InfoLog = "[Type: '" + type + "' Position: '" + position + "' Orientation: '" + orientation + "']"; Write_Log(NameBlockLog + " Object can't be created! Info " + InfoLog); } } else { InfoLog = "[Type: '" + type + "' Position: '" + position + "' Orientation: '" + orientation + "']"; Write_Log(NameBlockLog + " Object can't be created! Incorrect writed type. Info " + InfoLog); } } void Write_Log(string message) { Print(String(message)); } 3. Открываем созданный нами файл,  и в конце файла дописываем следующее:
      void SpawnAirfeeldBuildings() { SpawnObject( "Land_CementWorks_ExpeditionB", "13251.875000 0.0 3748.525879", "-96.000000 0.000000 0.000000"); SpawnObject( "Land_CementWorks_ExpeditionB", "13254.599609 0.0 3722.703613", "-96.000000 0.000000 0.000000"); SpawnObject( "Land_CementWorks_ExpeditionB", "13257.344727 0.0 3696.718750", "-96.000000 0.000000 0.000000"); } void SpawnKrasnoBuildings() { SpawnObject( "Land_CementWorks_ExpeditionB", "13251.875000 0.0 3748.525879", "-96.000000 0.000000 0.000000"); SpawnObject( "Land_CementWorks_ExpeditionB", "13254.599609 0.0 3722.703613", "-96.000000 0.000000 0.000000"); SpawnObject( "Land_CementWorks_ExpeditionB", "13257.344727 0.0 3696.718750", "-96.000000 0.000000 0.000000"); } Где после void - название функции идет, а между открытыми скобками вызов спавна самих зданий на указанных координатах.
      На примере 1 строки:
      Land_CementWorks_ExpeditionB - id постройки (type)
      13251.875000 0.0 3748.525879 - координаты в формате X Y Z
      -96.000000 0.000000 0.000000 - значение поворота в формате X Y Z
      Внимание: id постройки и координаты в примере указаны не верные и требуют подключения дополнительной модификации для корректной работы!!! Координаты не соответствуют названию функции!!!
      4. открываем в MpMissions в папке с вашей активной миссией init.c и перед ЗАКРЫВАЮЩЕЙ скобкой '}' дописываем нужную нам функцию (это будет активация спавна на карте):
      SpawnAirfeeldBuildings(); 5. Готово, Запускайте сервер, и в scripts.log вы увидите процедуру спавна ваших зданий и увидите, спавнятся ли они на карте или нет.
      Можно написать конечно и более готовую, универсальную систему спавна на карте со считыванием конфигурации из файла, но я считаю это лишним.
       
      Как заполнить добавленные здания лутом на карте:
      вариант 1:
      https://github.com/Arkensor/DayZCommunityOfflineMode/wiki/Enable-loot-for-custom-placed-objects
      вариант 2: вручную заполнить xml-файл  mapgrouppos.xml в mpmssions данными о местоположении зданий, где rpy - значение поворота здания в формате Z Y X
       
      С помощью данной статьи вы можете разместить любой элемент игры(постройку, животное, зомби, бота), доступный к спавну через любую модификацию-админ. панель. Очень полезный мод в этом смысле BuilderItems, с его помощью можно творить поистину интересные локации!
    • Автор: Venom21
      Появилась такая проблема, нужно закрыть некоторые слоты под одежду, когда на определённый слот одет предмет…
      пример: возьмём экзоскелет от Фидова, там есть две версии которая одеваеться как на тело и ноги, и есть которая одеваться на разгрузку и пояс, так вот, нужно например чтобы при одетом экзаче на тело и ноги слоты под пояс и разгрузку блокировались, либо только под определенные предметы, если есть интерес то цену можем в личке обсудить…
      P.S. Разрешение от Фидова на переделку и переупаковку есть)
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