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ни в какую на сервере не хочет работать ZSC 3.0 и advancedTrading 2.1

после установки единой валюты все работает,после установки advancedTrading 2.1 на zsc 3.0 пропадают все кастомные скролл кнопки:
самозаливка крови,снятие камуфляжей,меню расширенная торговля и тд
пока сидел разбирался в чем дело заметил что пропадают кнопки после добавления строчки
 

call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf";

перед

progressLoadingScreen 0.5;

сколько темы не смотрел сколько не гуглил ничего связанного с этой проблемой не нашел
файл fn_selfactions.sqf смотрел,брал чистый,ставил туда только расширенную торговлю,не работает
брал даже чистую мисиию и сервер пбо,ставил все туда и всеравно не работает
в клиентском и серверном рпт ошибок нет

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вот серверный рпт

 

 

=====================================================================
== D:\Games\Arma2Dayz\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: 2015/05/02 23:02:50
Current time:  2015/10/31 22:07:14
 
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/
22:07:54 Warning Message: No challenge value was received from the master server.
22:07:54 GameSpy QR2 error: 5, No challenge value was received from the master server.
22:08:27 Server error: Player without identity AJlex (id 91536449)
22:09:00 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
22:09:15 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
22:09:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
22:09:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
22:09:35 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
22:09:35 "DayZ Epoch: MPframework inited"
22:09:43 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
22:10:04 "Res3tting B!S effects..."
22:10:04 "HIVE: Starting"
22:10:04 "HIVE: trying to get objects"
22:10:06 "HIVE: found 301 objects"
22:10:06 "HIVE: Commence Object Streaming..."
22:10:06 "HIVE: got 0 Epoch Objects and 301 Vehicles"
22:10:17 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
22:10:31 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
22:10:31 UH1Y_DZE: ObsGun - unknown animation source ObsGun
22:10:40 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
22:10:40 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
22:10:49 "HIVE: Vehicle Spawn limit reached!"
22:10:49 "HIVE: Spawning # of Debris: 500"
22:10:49 "HIVE: Spawning # of Ammo Boxes: 3"
22:10:49 "HIVE: Spawning # of Veins: 50"
22:10:49 "Total Number of spawn locations 5"
22:10:50 "EPOCH EVENTS INIT"
22:10:52 "DEBUG: Too many at [6762.91,2933.04]"
22:10:52 "DEBUG: Too many at [10552,2222.38]"
22:10:54 "DEBUG: Too many at [8068.01,11402.9]"
22:10:54 "DEBUG: Too many at [3323.17,6436.37]"
22:10:54 "DEBUG: Too many at [11598.3,6599.38]"
22:10:55 "DEBUG VEIN: Too many objects at [6572.52,8614.61]"
22:11:02 "TIME SYNC: Local Time set to [2013,8,3,13,11]"
22:12:51 "EPOCH SERVERTRADE: Player: AJlex (14977xx) bought a 30Rnd_556x45_StanagSD in/at Hero Trader for 400x Coins"
22:13:07 "EPOCH SERVERTRADE: Player: AJlex (14977xx) sold a 30Rnd_556x45_StanagSD in/at Hero Trader for 200x Coins"
22:14:09 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
22:15:10 "RUNNING EVENT: supply_drop on [2015,10,31,13,15]"
22:17:35 "EPOCH SERVERTRADE: Player: AJlex (14977xx) bought a 30Rnd_556x45_StanagSD in/at Hero Trader for 400x Coins"
22:17:55 "EPOCH SERVERTRADE: Player: AJlex (14977xx) sold a 30Rnd_556x45_StanagSD in/at Hero Trader for 200x Coins"
22:19:09 "TIME SYNC: Local Time set to [2013,8,3,13,19]"
22:20:29 "get: STRING (14977xx), sent: STRING (14977xx)"
22:20:29 "DISCONNECT: AJlex (14977xx) Object: B 1-1-C:1 (AJlex) REMOTE, _characterID: 28259 at loc [12946.2,12765,0.00120544]"
22:20:29 Client: Remote object 3:5 not found
22:20:29 Client: Remote object 3:6 not found
22:20:29 Client: Remote object 3:7 not found

 

 

в чем может быть проблема?

Вот такой вопрос на засыпку,давай подумаем,ты подключаешь ZSCinit.sqf в ините и все пропадет так? отключаешь и все работает так? видимо все совсем просто:) Сначала ты все подключил через compiles.sqf который у тебя лежит в определенной папке,в нем ты указал пути к fn_selfActions.sqf, player_lockVault.sqf,player_unlockVault.sqf и т.д а в этих фаилах твои плагины подключаются,но когда ты подключаешь ZSCinit.sqf он начинает работать и меняет пути этих фаилов, соответственно все пути меняются ты заглядывал в ZSCinit.sqf?

 

#include "ZSCconfig.sqf"

 

call compile preprocessFileLineNumbers "ZSC\gold\player_traderMenu.sqf";

 

BIS_fnc_numberDigits = compile preprocessFileLineNumbers "ZSC\compiles\numberDigits.sqf";

BIS_fnc_numberText = compile preprocessFileLineNumbers "ZSC\compiles\numberText.sqf";

SC_fnc_removeCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_removeCoins.sqf";

SC_fnc_addCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_addCoins.sqf";

 

/*overwrites*/

if( isNil "ZSC_Overwrite_SelfActions" || ZSC_Overwrite_SelfActions)then{

fnc_usec_selfActions = compile preprocessFileLineNumbers "ZSC\compiles\fn_selfActions.sqf";

};

if( isNil "ZSC_Overwrite_SwitchModel" || ZSC_Overwrite_SwitchModel)then{

player_switchModel = compile preprocessFileLineNumbers "ZSC\compiles\player_switchModel.sqf";

};

if( isNil "ZSC_Overwrite_LockVault" || ZSC_Overwrite_LockVault)then{

player_lockVault = compile preprocessFileLineNumbers "ZSC\compiles\player_lockVault.sqf";

};

if( isNil "ZSC_Overwrite_UnLockVault" || ZSC_Overwrite_UnLockVault)then{

player_unlockVault = compile preprocessFileLineNumbers "ZSC\compiles\player_unlockVault.sqf";

};

if( isNil "ZSC_Overwrite_PackVault" || ZSC_Overwrite_PackVault)then{

player_packVault = compile preprocessFileLineNumbers "ZSC\compiles\player_packVault.sqf";

};

if( isNil "ZSC_Overwrite_PackTent" || ZSC_Overwrite_PackTent)then{

player_packTent = compile preprocessFileLineNumbers "ZSC\compiles\player_packTent.sqf";

};

 

player_gearSet = compile preprocessFileLineNumbers "ZSC\compiles\player_gearSet.sqf";

//This overwrite must happen, or change the files in your version of it. I Don't know any mod that changes this file tbh.

 

 

/*end overwrites*/

 

Сначала удали эти строки там,или загляни в ZSCconfig.sqf и отключи их там командой false,или просто все удали и там и там.

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  • 0

Проблема может быть только в fn_selfactions.sqf

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Смотри клиентский лог когда попытаешся что-то сделать, а вообще кинь fn_selfAction под спойлер

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fn_selfActions.sqf

 

 

scriptName "Functions\misc\fn_selfActions.sqf";
/***********************************************************
    ADD ACTIONS FOR SELF
    - Function
    - [] call fnc_usec_selfActions;
************************************************************/
private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE","_hasHotwireKit","_player_SurrenderedGear","_isSurrendered","_isModular","_isModularDoor","_ownerKeyName","_temp_keys_names","_hasAttached","_allowTow","_liftHeli","_found","_posL","_posC","_height","_liftHelis","_attached"];
 
if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.
 
_vehicle = vehicle player;
_isPZombie = player isKindOf "PZombie_VB";
_inVehicle = (_vehicle != player);
 
_onLadder =        (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
 
_nearLight =     nearestObject [player,"LitObject"];
_canPickLight = false;
if (!isNull _nearLight) then {
    if (_nearLight distance player < 4) then {
        _canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    };
};
 
//Grab Flare
if (_canPickLight && !dayz_hasLight && !_isPZombie) then {
    if (s_player_grabflare < 0) then {
        _text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
        s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
        s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
    };
} else {
    player removeAction s_player_grabflare;
    player removeAction s_player_removeflare;
    s_player_grabflare = -1;
    s_player_removeflare = -1;
};
 
if (DZE_HeliLift) then {
    _hasAttached = _vehicle getVariable["hasAttached",false];
    if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) < 30) && (speed _vehicle < 5) && (typeName _hasAttached == "OBJECT")) then {
        if (s_player_heli_detach < 0) then {
            dayz_myLiftVehicle = _vehicle;
            s_player_heli_detach = dayz_myLiftVehicle addAction ["Detach Vehicle","\z\addons\dayz_code\actions\player_heliDetach.sqf",[dayz_myLiftVehicle,_hasAttached],2,false,true,"",""];
        };
    } else {
        dayz_myLiftVehicle removeAction s_player_heli_detach;
        s_player_heli_detach = -1;
    };
};
 
if(DZE_HaloJump) then {
    if(_inVehicle && (_vehicle isKindOf "Air") && ((([_vehicle] call FNC_getPos) select 2) > 400)) then {
        if (s_halo_action < 0) then {
            DZE_myHaloVehicle = _vehicle;
            s_halo_action = DZE_myHaloVehicle addAction [localize "STR_EPOCH_ACTIONS_HALO","\z\addons\dayz_code\actions\halo_jump.sqf",[],2,false,true,"",""];
        };
    } else {
        DZE_myHaloVehicle removeAction s_halo_action;
        s_halo_action = -1;
    };
};
 
if (!DZE_ForceNameTagsOff) then {
    if (s_player_showname < 0 && !_isPZombie) then {
        if (DZE_ForceNameTags) then {
            s_player_showname = 1;
            player setVariable["DZE_display_name",true,true];
        } else {
            s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""];
            s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""];
        };
    };
};
 
if(_isPZombie) then {
    if (s_player_callzombies < 0) then {
        s_player_callzombies = player addAction [localize "STR_EPOCH_ACTIONS_RAISEHORDE", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
    };
    if (DZE_PZATTACK) then {
        call pz_attack;
        DZE_PZATTACK = false;
    };
    if (s_player_pzombiesvision < 0) then {
        s_player_pzombiesvision = player addAction [localize "STR_EPOCH_ACTIONS_NIGHTVIS", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
    };
    if (!isNull cursorTarget && (player distance cursorTarget < 3)) then {    //Has some kind of target
        _isAnimal = cursorTarget isKindOf "Animal";
        _isZombie = cursorTarget isKindOf "zZombie_base";
        _isHarvested = cursorTarget getVariable["meatHarvested",false];
        _isMan = cursorTarget isKindOf "Man";
        // Pzombie Gut human corpse || animal
        if (!alive cursorTarget && (_isAnimal || _isMan) && !_isZombie && !_isHarvested) then {
            if (s_player_pzombiesfeed < 0) then {
                s_player_pzombiesfeed = player addAction [localize "STR_EPOCH_ACTIONS_FEED", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
            };
        } else {
            player removeAction s_player_pzombiesfeed;
            s_player_pzombiesfeed = -1;
        };
    } else {
        player removeAction s_player_pzombiesfeed;
        s_player_pzombiesfeed = -1;
    };
};
 
// Increase distance only if AIR || SHIP
_allowedDistance = 4;
_isAir = cursorTarget isKindOf "Air";
_isShip = cursorTarget isKindOf "Ship";
if(_isAir || _isShip) then {
    _allowedDistance = 8;
};
 
if (!isNull cursorTarget && !_inVehicle && !_isPZombie && (player distance cursorTarget < _allowedDistance) && _canDo) then {    //Has some kind of target
 
    // set cursortarget to variable
    _cursorTarget = cursorTarget;
 
    // get typeof cursortarget once
    _typeOfCursorTarget = typeOf _cursorTarget;
 
    // hintsilent _typeOfCursorTarget;
 
    _isVehicle = _cursorTarget isKindOf "AllVehicles";
    _isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
    _isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
    
    // get items && magazines only once
    _magazinesPlayer = magazines player;
 
    //boiled Water
    _hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
    _hastinitem = false;
    {
        if (_x in _magazinesPlayer) then {
            _hastinitem = true;
        };
    } count boil_tin_cans;
    _hasFuelE =     "ItemJerrycanEmpty" in _magazinesPlayer;
    _hasFuelBarrelE =     "ItemFuelBarrelEmpty" in _magazinesPlayer;
    _hasHotwireKit =     "ItemHotwireKit" in _magazinesPlayer;
 
    _itemsPlayer = items player;
    
    _temp_keys = [];
    _temp_keys_names = [];
    // find available keys
    _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
    {
        if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
            _ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
            _ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
            _temp_keys_names set [_ownerKeyId,_ownerKeyName];
            _temp_keys set [count _temp_keys,str(_ownerKeyId)];
        };
    } count _itemsPlayer;
 
    _hasKnife =     "ItemKnife" in _itemsPlayer;
    _hasToolbox =     "ItemToolbox" in _itemsPlayer;
 
    _isMan = _cursorTarget isKindOf "Man";
    _traderType = _typeOfCursorTarget;
    _ownerID = _cursorTarget getVariable ["CharacterID","0"];
    _isAnimal = _cursorTarget isKindOf "Animal";
    _isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
    _isZombie = _cursorTarget isKindOf "zZombie_base";
    _isDestructable = _cursorTarget isKindOf "BuiltItems";
    _isWreck = _typeOfCursorTarget in DZE_isWreck;
    _isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
    _isModular = _cursorTarget isKindOf "ModularItems";
    _isModularDoor = _typeOfCursorTarget in ["Land_DZE_WoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_GarageWoodDoor","CinderWallDoor_DZ","CinderWallDoorSmall_DZ"];
 
    _isRemovable = _typeOfCursorTarget in DZE_isRemovable;
    _isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];
 
    _isTent = _cursorTarget isKindOf "TentStorage";
    
    _isAlive = alive _cursorTarget;
    
    _text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
    
    _rawmeat = meatraw;
    _hasRawMeat = false;
    {
        if (_x in _magazinesPlayer) then {
            _hasRawMeat = true;
        };
    } count _rawmeat; 
    
    _isFuel = false;
    if (_hasFuelE || _hasFuelBarrelE) then {
        {
            if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
        } count dayz_fuelsources;
    };
 
    // diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
    
    // logic vars
    _player_flipveh = false;
    _player_deleteBuild = false;
    _player_lockUnlock_crtl = false;
 
     if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
         if (s_player_maintain_area < 0) then {
              s_player_maintain_area = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
             s_player_maintain_area_preview = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
         };
     } else {
            player removeAction s_player_maintain_area;
            s_player_maintain_area = -1;
            player removeAction s_player_maintain_area_preview;
            s_player_maintain_area_preview = -1;
     };
 
    // CURSOR TARGET ALIVE
    if(_isAlive) then {
        
        //Allow player to delete objects
        if(_isDestructable || _isWreck || _isRemovable || _isWreckBuilding) then {
            if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                _player_deleteBuild = true;
            };
        };
        
        //Allow owners to delete modulars
                if(_isModular && (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                                _player_deleteBuild = true;
                        };
                };
        //Allow owners to delete modular doors without locks
                if(_isModularDoor && (dayz_characterID == _ownerID)) then {
                        if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then {
                                _player_deleteBuild = true;
                        };        
                };    
        // CURSOR TARGET VEHICLE
        if(_isVehicle) then {
            
            //flip vehicle small vehicles by your self && all other vehicles with help nearby
            if (!(canmove _cursorTarget) && (player distance _cursorTarget >= 2) && (count (crew _cursorTarget))== 0 && ((vectorUp _cursorTarget) select 2) < 0.5) then {
                _playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
                if(_isVehicletype || (_playersNear >= 2)) then {
                    _player_flipveh = true;    
                };
            };
 
 
            if(!_isMan && _ownerID != "0" && !(_cursorTarget isKindOf "Bicycle")) then {
                _player_lockUnlock_crtl = true;
            };
 
        };
    
    };
 
    if(_player_deleteBuild) then {
        if (s_player_deleteBuild < 0) then {
            s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
        };
    } else {
        player removeAction s_player_deleteBuild;
        s_player_deleteBuild = -1;
    };
    
    if (DZE_HeliLift) then {
        _liftHeli = objNull;
        _found = false;
    
        _allowTow = false;
        if ((count (crew _cursorTarget)) == 0) then {
            {
                if(!_allowTow) then {
                    _allowTow = _cursorTarget isKindOf _x;
                };
            } count DZE_HeliAllowToTow;
        };
 
        //diag_log format["CREW: %1 ALLOW: %2",(count (crew _cursorTarget)),_allowTow];
 
        if (_allowTow) then {
            _liftHelis = nearestObjects [player, DZE_HeliAllowTowFrom, 15];
            {
                if(!_found) then {
                    _posL = [_x] call FNC_getPos;
                    _posC = [_cursorTarget] call FNC_getPos;
                    _height = (_posL select 2) - (_posC select 2);
                    _hasAttached = _x getVariable["hasAttached",false];
                    if(_height < 15 && _height > 5 && (typeName _hasAttached != "OBJECT")) then {
                        if(((abs((_posL select 0) - (_posC select 0))) < 10) && ((abs((_posL select 1) - (_posC select 1))) < 10)) then {
                            _liftHeli = _x;
                            _found = true;
                        };
                    };
                };
            } count _liftHelis;
        };
 
        //diag_log format["HELI: %1 TARGET: %2",_found,_cursorTarget];
 
        _attached = _cursorTarget getVariable["attached",false];
        if(_found && _allowTow && _canDo && !locked _cursorTarget && !_isPZombie && (typeName _attached != "OBJECT")) then {
            if (s_player_heli_lift < 0) then {
                s_player_heli_lift = player addAction ["Attach to Heli", "\z\addons\dayz_code\actions\player_heliLift.sqf",[_liftHeli,_cursorTarget], -10, false, true, "",""];
            };
        } else {
            player removeAction s_player_heli_lift;
            s_player_heli_lift = -1;
        };
    };
    
    // Allow Owner to lock && unlock vehicle  
    if(_player_lockUnlock_crtl) then {
        if (s_player_lockUnlock_crtl < 0) then {
            _hasKey = _ownerID in _temp_keys;
            _oldOwner = (_ownerID == dayz_playerUID);
            if(locked _cursorTarget) then {
                if(_hasKey || _oldOwner) then {
                    _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (parseNumber _ownerID))], 2, true, true, "", ""];
                    s_player_lockunlock set [count s_player_lockunlock,_Unlock];
                    s_player_lockUnlock_crtl = 1;
                } else {
                    if(_hasHotwireKit) then {
                        _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""];
                    } else {
                        _Unlock = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED], "",_cursorTarget, 2, true, true, "", ""];
                    };
                    s_player_lockunlock set [count s_player_lockunlock,_Unlock];
                    s_player_lockUnlock_crtl = 1;
                };
            } else {
                if(_hasKey || _oldOwner) then {
                    _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
                    s_player_lockunlock set [count s_player_lockunlock,_lock];
                    s_player_lockUnlock_crtl = 1;
                };
            };
        };
        
    } else {
        {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
        s_player_lockUnlock_crtl = -1;
    };
 
    if(DZE_AllowForceSave) then {
        //Allow player to force save
        if((_isVehicle || _isTent) && !_isMan) then {
            if (s_player_forceSave < 0) then {
                s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
            };
        } else {
            player removeAction s_player_forceSave;
            s_player_forceSave = -1;
        };
    };
 
    
    
    If(DZE_AllowCargoCheck) then {
        if((_isVehicle || _isTent || _isnewstorage) && _isAlive && !_isMan && !locked _cursorTarget) then {
            if (s_player_checkGear < 0) then {
                s_player_checkGear = player addAction [localize "STR_EPOCH_PLAYER_CARGO", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
            };
        } else {
            player removeAction s_player_checkGear;
            s_player_checkGear = -1;
        };
    };
    
    
    //flip vehicle small vehicles by your self && all other vehicles with help nearby
    if(_player_flipveh) then {
        if (s_player_flipveh  < 0) then {
            s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];        
        };
    } else {
        player removeAction s_player_flipveh;
        s_player_flipveh = -1;
    }; 
    
    //Allow player to fill jerrycan
    if((_hasFuelE || _hasFuelBarrelE) && _isFuel) then {
        if (s_player_fillfuel < 0) then {
            s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
        };
    } else {
        player removeAction s_player_fillfuel;
        s_player_fillfuel = -1;
    };
    
    // logic vars for addactions
    _player_butcher = false;
    _player_studybody = false;
    _player_SurrenderedGear = false;
 
    // CURSOR TARGET NOT ALIVE
    if (!_isAlive) then {
 
        // Gut animal/zed
        if((_isAnimal || _isZombie) && _hasKnife) then {
            _isHarvested = _cursorTarget getVariable["meatHarvested",false];
            if (!_isHarvested) then {
                _player_butcher = true;
            };
        };
 
        // Study body
        if (_isMan && !_isZombie && !_isAnimal) then {
            _player_studybody = true;
        }
    } else {
        // unit alive
 
        // gear access on surrendered player
        if(_isMan && !_isZombie && !_isAnimal) then {
            _isSurrendered = _cursorTarget getVariable ["DZE_Surrendered",false];
            if (_isSurrendered) then {
                _player_SurrenderedGear = true;
            };
        };
    };
 
 
    // Human Gut animal || zombie
    if (_player_butcher) then {
        if (s_player_butcher < 0) then {
            if(_isZombie) then {
                s_player_butcher = player addAction [localize "STR_EPOCH_ACTIONS_GUTZOM", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 0, true, true, "", ""];
            } else {
                s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
            };
        };
    } else {
        player removeAction s_player_butcher;
        s_player_butcher = -1;
    };
 
    // Study Body
    if (_player_studybody) then {
        if (s_player_studybody < 0) then {
            s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_studybody;
        s_player_studybody = -1;
    };
 
    // logic vars
    _player_cook = false;
    _player_boil = false;
 
    // CURSOR TARGET IS FIRE
    if (inflamed _cursorTarget) then {
        
        //Fireplace Actions check
        if (_hasRawMeat) then {
            _player_cook = true;    
        };
        
        // Boil water
        if (_hasbottleitem && _hastinitem) then {
            _player_boil = true;
        };
    };
 
    if (_player_SurrenderedGear) then {
        if (s_player_SurrenderedGear < 0) then {
            s_player_SurrenderedGear = player addAction [localize "STR_EPOCH_ACTIONS_GEAR", "\z\addons\dayz_code\actions\surrender_gear.sqf",_cursorTarget, 1, true, true, "", ""];
        };
    } else {
        player removeAction s_player_SurrenderedGear;
        s_player_SurrenderedGear = -1;
    };
 
    //Fireplace Actions check
    if (_player_cook) then {
        if (s_player_cook < 0) then {
            s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
        };
    } else {
        player removeAction s_player_cook;
        s_player_cook = -1;
    };
    
    // Boil water
    if (_player_boil) then {
        if (s_player_boil < 0) then {
            s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
        };
    } else {
        player removeAction s_player_boil;
        s_player_boil = -1;
    };
    
    if(_cursorTarget == dayz_hasFire) then {
        if ((s_player_fireout < 0) && !(inflamed _cursorTarget) && (player distance _cursorTarget < 3)) then {
            s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_fireout;
        s_player_fireout = -1;
    };
    
    //Packing my tent
    if(_isTent && (player distance _cursorTarget < 3)) then {
        if (_ownerID == dayz_characterID) then {
            if (s_player_packtent < 0) then {
                s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
            };
        } else {
            if(("ItemJerrycan" in _magazinesPlayer) && ("ItemMatchbox_DZE" in weapons player)) then {
                if (s_player_packtent < 0) then {
                    s_player_packtent = player addAction [localize "STR_EPOCH_ACTIONS_DESTROYTENT", "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
                };
            };
        };
    } else {
        player removeAction s_player_packtent;
        s_player_packtent = -1;
    };
 
    //Allow owner to unlock vault
    if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID != "0" && (player distance _cursorTarget < 3)) then {
        if (s_player_unlockvault < 0) then {
            if(_typeOfCursorTarget in DZE_LockedStorage) then {
                if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then {
                    _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""];
                    s_player_combi set [count s_player_combi,_combi];
                } else {
                    _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
                    s_player_combi set [count s_player_combi,_combi];
                };
                s_player_unlockvault = 1;
            } else {
                if(_ownerID != dayz_combination && _ownerID != dayz_playerUID) then {
                    _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
                    s_player_combi set [count s_player_combi,_combi];
                    s_player_unlockvault = 1;
                };
            };
        };
    } else {
        {player removeAction _x} count s_player_combi;s_player_combi = [];
        s_player_unlockvault = -1;
    };
 
    //Allow owner to pack vault
    if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID != "0" && (player distance _cursorTarget < 3)) then {
 
        if (s_player_lockvault < 0) then {
            if(_ownerID == dayz_combination || _ownerID == dayz_playerUID) then {
                s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""];
            };
        };
        if (s_player_packvault < 0 && (_ownerID == dayz_combination || _ownerID == dayz_playerUID)) then {
            s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_packvault;
        s_player_packvault = -1;
        player removeAction s_player_lockvault;
        s_player_lockvault = -1;
    };
 
    
 
    //Player Deaths
    if(_typeOfCursorTarget == "Info_Board_EP1") then {
        if (s_player_information < 0) then {
            s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
        };
    } else {
        player removeAction s_player_information;
        s_player_information = -1;
    };
    
    //Fuel Pump
    if(_typeOfCursorTarget in dayz_fuelpumparray) then {    
        if (s_player_fuelauto < 0) then {
            
            // check if Generator_DZ is running within 30 meters
            _findNearestGens = nearestObjects [player, ["Generator_DZ"], 30];
            _findNearestGen = [];
            {
                if (alive _x && (_x getVariable ["GeneratorRunning", false])) then {
                    _findNearestGen set [(count _findNearestGen),_x];
                };
            } count _findNearestGens;
            _IsNearRunningGen = count (_findNearestGen);
            
            // show that pump needs power if no generator nearby.
            if(_IsNearRunningGen > 0) then {
                s_player_fuelauto = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
            } else {
                s_player_fuelauto = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""];
            };
        };
    } else {
        player removeAction s_player_fuelauto;
        s_player_fuelauto = -1;
    };
 
    //Fuel Pump on truck
    if(_typeOfCursorTarget in DZE_fueltruckarray && alive _cursorTarget) then {    
        if (s_player_fuelauto2 < 0) then {
            // show that fuel truck pump needs power.
            if(isEngineOn _cursorTarget) then {
                s_player_fuelauto2 = player addAction [localize "STR_EPOCH_ACTIONS_FILLVEH", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
            } else {
                s_player_fuelauto2 = player addAction [format["<t color=#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_NEEDPOWER], "",[], 0, false, true, "",""];
            };
        };
    } else {
        player removeAction s_player_fuelauto2;
        s_player_fuelauto2 = -1;
    };
 
    // inplace upgrade tool
    if ((_cursorTarget isKindOf "ModularItems") || (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") || (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then {
        if ((s_player_lastTarget select 0) != _cursorTarget) then {
            if (s_player_upgrade_build > 0) then {
                player removeAction s_player_upgrade_build;
                s_player_upgrade_build = -1;
            };
        };
        if (s_player_upgrade_build < 0) then {
            // s_player_lastTarget = _cursorTarget;
            s_player_lastTarget set [0,_cursorTarget];
            s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
        };
    } else {
        player removeAction s_player_upgrade_build;
        s_player_upgrade_build = -1;
    };
    
    // downgrade system
    if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then {
        if ((s_player_lastTarget select 1) != _cursorTarget) then {
            if (s_player_downgrade_build > 0) then {    
                player removeAction s_player_downgrade_build;
                s_player_downgrade_build = -1;
            };
        };
 
        if (s_player_downgrade_build < 0) then {
            s_player_lastTarget set [1,_cursorTarget];
            s_player_downgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_REMLOCK",_text], "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf",_cursorTarget, -2, false, true, "",""];
        };
    } else {
        player removeAction s_player_downgrade_build;
        s_player_downgrade_build = -1;
    };
 
    // inplace maintenance tool
    if((_cursorTarget isKindOf "ModularItems" || _cursorTarget isKindOf "DZE_Housebase" || _typeOfCursorTarget == "LightPole_DZ") && (damage _cursorTarget >= DZE_DamageBeforeMaint)) then {
        if ((s_player_lastTarget select 2) != _cursorTarget) then {
            if (s_player_maint_build > 0) then {    
                player removeAction s_player_maint_build;
                s_player_maint_build = -1;
            };
        };
 
        if (s_player_maint_build < 0) then {
            s_player_lastTarget set [2,_cursorTarget];
            s_player_maint_build = player addAction [format[localize "STR_EPOCH_ACTIONS_MAINTAIN",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""];
        };
    } else {
        player removeAction s_player_maint_build;
        s_player_maint_build = -1;
    };
 
 
    //Start Generator
    if(_cursorTarget isKindOf "Generator_DZ") then {
        if (s_player_fillgen < 0) then {
            
            // check if not running 
            if((_cursorTarget getVariable ["GeneratorRunning", false])) then {
                s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR1", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""];                
            } else {
            // check if not filled && player has jerry.
                if((_cursorTarget getVariable ["GeneratorFilled", false])) then {
                    s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR2", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
                } else {
                    if("ItemJerrycan" in _magazinesPlayer) then {
                        s_player_fillgen = player addAction [localize "STR_EPOCH_ACTIONS_GENERATOR3", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
                    };
                };
            };
        };
    } else {
        player removeAction s_player_fillgen;
        s_player_fillgen = -1;
    };
 
    //Towing with tow truck
    /*
    if(_typeOfCursorTarget == "TOW_DZE") then {
        if (s_player_towing < 0) then {
            if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
                s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""];                
            } else {
                s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""];                
            };
        };
    } else {
        player removeAction s_player_towing;
        s_player_towing = -1;
    };
    */
 
 
    //Sleep
    if(_isTent && _ownerID == dayz_characterID) then {
        if ((s_player_sleep < 0) && (player distance _cursorTarget < 3)) then {
            s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_sleep;
        s_player_sleep = -1;
    };
    
    //Repairing Vehicles
    if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then {
        if (s_player_repair_crtl < 0) then {
            dayz_myCursorTarget = _cursorTarget;
            _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
            _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
            s_player_repairActions set [count s_player_repairActions,_menu];
            s_player_repairActions set [count s_player_repairActions,_menu1];
            s_player_repair_crtl = 1;
        } else {
            {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
            s_player_repair_crtl = -1;
        };
    };
 
    // All Traders
    if (_isMan && !_isPZombie && _traderType in serverTraders) then {
        
        if (s_player_parts_crtl < 0) then {
 
            // get humanity
            _humanity = player getVariable ["humanity",0];
            _traderMenu = call compile format["menu_%1;",_traderType];
 
            // diag_log ("TRADER = " + str(_traderMenu));
            
            _low_high = "low";
            _humanity_logic = false;
            if((_traderMenu select 2) == "friendly") then {
                _humanity_logic = (_humanity < -5000);
            };
            if((_traderMenu select 2) == "hostile") then {
                _low_high = "high";
                _humanity_logic = (_humanity > -5000);
            };
            if((_traderMenu select 2) == "hero") then {
                _humanity_logic = (_humanity < 5000);
            };
            if(_humanity_logic) then {
                _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""];
                s_player_parts set [count s_player_parts,_cancel];
            } else {
                
                // Static Menu
                {
                    //diag_log format["DEBUG TRADER: %1", _x];
                    _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
                    s_player_parts set [count s_player_parts,_buy];
                
                } count (_traderMenu select 1);
                _buyV = player addAction ["<t color=#0059FF'>Advanced Trading</t>", "advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "","];
                s_player_parts set [count s_player_parts,_buyV];
                // Database menu
                _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""];
                s_player_parts set [count s_player_parts,_buy];
 
            };
            s_player_parts_crtl = 1;
            
        };
    } else {
        {player removeAction _x} count s_player_parts;s_player_parts = [];
        s_player_parts_crtl = -1;
    };
 
    
    if(dayz_tameDogs) then {
        
        //Dog
        if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then {
            if (s_player_tamedog < 0) then {
                s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
            };
        } else {
            player removeAction s_player_tamedog;
            s_player_tamedog = -1;
        };
        if (_isDog && _ownerID == dayz_characterID && _isAlive) then {
            _dogHandle = player getVariable ["dogID", 0];
            if (s_player_feeddog < 0 && _hasRawMeat) then {
                s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];
            };
            if (s_player_waterdog < 0 && "ItemWaterbottle" in _magazinesPlayer) then {
                s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];
            };
            if (s_player_staydog < 0) then {
                _lieDown = _dogHandle getFSMVariable "_actionLieDown";
                if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };
                s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];
            };
            if (s_player_trackdog < 0) then {
                s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];
            };
            if (s_player_barkdog < 0) then {
                s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""];
            };
            if (s_player_warndog < 0) then {
                _warn = _dogHandle getFSMVariable "_watchDog";
                if (_warn) then { _text = (localize "str_epoch_player_247"); _warn = false; } else { _text = (localize "str_epoch_player_248"); _warn = true; };
                s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];        
            };
            if (s_player_followdog < 0) then {
                s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];
            };
        } else {
            player removeAction s_player_feeddog;
            s_player_feeddog = -1;
            player removeAction s_player_waterdog;
            s_player_waterdog = -1;
            player removeAction s_player_staydog;
            s_player_staydog = -1;
            player removeAction s_player_trackdog;
            s_player_trackdog = -1;
            player removeAction s_player_barkdog;
            s_player_barkdog = -1;
            player removeAction s_player_warndog;
            s_player_warndog = -1;
            player removeAction s_player_followdog;
            s_player_followdog = -1;
        };
    };
 
} else {
    //Engineering
    {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = [];
    s_player_repair_crtl = -1;
 
    {player removeAction _x} count s_player_combi;s_player_combi = [];
        
    dayz_myCursorTarget = objNull;
    s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];
 
    {player removeAction _x} count s_player_parts;s_player_parts = [];
    s_player_parts_crtl = -1;
 
    {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
    s_player_lockUnlock_crtl = -1;
 
    player removeAction s_player_checkGear;
    s_player_checkGear = -1;
 
    player removeAction s_player_SurrenderedGear;
    s_player_SurrenderedGear = -1;
 
    //Others
    player removeAction s_player_forceSave;
    s_player_forceSave = -1;
    player removeAction s_player_flipveh;
    s_player_flipveh = -1;
    player removeAction s_player_sleep;
    s_player_sleep = -1;
    player removeAction s_player_deleteBuild;
    s_player_deleteBuild = -1;
    player removeAction s_player_butcher;
    s_player_butcher = -1;
    player removeAction s_player_cook;
    s_player_cook = -1;
    player removeAction s_player_boil;
    s_player_boil = -1;
    player removeAction s_player_fireout;
    s_player_fireout = -1;
    player removeAction s_player_packtent;
    s_player_packtent = -1;
    player removeAction s_player_fillfuel;
    s_player_fillfuel = -1;
    player removeAction s_player_studybody;
    s_player_studybody = -1;
    //Dog
    player removeAction s_player_tamedog;
    s_player_tamedog = -1;
    player removeAction s_player_feeddog;
    s_player_feeddog = -1;
    player removeAction s_player_waterdog;
    s_player_waterdog = -1;
    player removeAction s_player_staydog;
    s_player_staydog = -1;
    player removeAction s_player_trackdog;
    s_player_trackdog = -1;
    player removeAction s_player_barkdog;
    s_player_barkdog = -1;
    player removeAction s_player_warndog;
    s_player_warndog = -1;
    player removeAction s_player_followdog;
    s_player_followdog = -1;
    
    // vault
    player removeAction s_player_unlockvault;
    s_player_unlockvault = -1;
    player removeAction s_player_packvault;
    s_player_packvault = -1;
    player removeAction s_player_lockvault;
    s_player_lockvault = -1;
 
    player removeAction s_player_information;
    s_player_information = -1;
    player removeAction s_player_fillgen;
    s_player_fillgen = -1;
    player removeAction s_player_upgrade_build;
    s_player_upgrade_build = -1;
    player removeAction s_player_maint_build;
    s_player_maint_build = -1;
    player removeAction s_player_downgrade_build;
    s_player_downgrade_build = -1;
    player removeAction s_player_towing;
    s_player_towing = -1;
    player removeAction s_player_fuelauto;
    s_player_fuelauto = -1;
    player removeAction s_player_fuelauto2;
    s_player_fuelauto2 = -1;
};
 
 
 
//Dog actions on player self
_dogHandle = player getVariable ["dogID", 0];
if (_dogHandle > 0) then {
    _dog = _dogHandle getFSMVariable "_dog";
    _ownerID = "0";
    if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; };
    if (_canDo && !_inVehicle && alive _dog && _ownerID != dayz_characterID) then {
        if (s_player_movedog < 0) then {
            s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
        };
        if (s_player_speeddog < 0) then {
            _text = (localize "str_epoch_player_249");
            _speed = 0;
            if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = (localize "str_epoch_player_250"); };
            s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
        };
        if (s_player_calldog < 0) then {
            s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
        };
    };
} else {
    player removeAction s_player_movedog;        
    s_player_movedog =        -1;
    player removeAction s_player_speeddog;
    s_player_speeddog =        -1;
    player removeAction s_player_calldog;
    s_player_calldog =         -1;
};

 

 

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  • 0

Попробуй так 

 

http://pastebin.com/z15HxVRP

ничего не изменилось,все тоже самое

единственная скролл кнопка Меню торговца

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=====================================================================
== D:\Games\Arma2Dayz\Expansion\beta\arma2oa.exe
== "D:\Games\Arma2Dayz\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion  -mod=@Dayz_Epoch -connect=127.0.0.1 -port=2302 -window
=====================================================================
Exe timestamp: 2015/05/02 23:02:50
Current time:  2015/10/31 21:54:37
 
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/
Unable to get my public IP address: 0
HTTP error 500 (res=7)
Info: ((
About to connect() to is.bistudio.com port 8181 (#0)
  Trying 109.123.194.186...
Connection refused
couldn't connect to host at is.bistudio.com:8181
Closing connection #0
)) Info
Registration failed: error Couldn't connect to server (couldn't connect to host at is.bistudio.com:8181)
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
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
"DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
"DayZ Epoch: MPframework inited"
UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
UH1Y_DZE: ObsGun - unknown animation source ObsGun
AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
"DEBUG: loadscreen guard started."
"Res3tting B!S effects..."
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
Fresnel k must be >0, given n=0.8,k=0
Fresnel k must be >0, given n=0.8,k=0
"PLAYER RESULT: true"
Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
2nd UV set needed, but not defined in ReportStack not available
"PLOGIN: Login loop completed!"

 

 

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  • 0

Нет, кидай лог когда ты уже попытаешся взаимодествовать с торгашом

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Нет, кидай лог когда ты уже попытаешся взаимодествовать с торгашом

В клиенском рпт последняя строчка

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

купил и продал через стандартное меню новых записей там нет

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вот серверный рпт

 

=====================================================================
== D:\Games\Arma2Dayz\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: 2015/05/02 23:02:50
Current time:  2015/10/31 22:07:14
 
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/
22:07:54 Warning Message: No challenge value was received from the master server.
22:07:54 GameSpy QR2 error: 5, No challenge value was received from the master server.
22:08:27 Server error: Player without identity AJlex (id 91536449)
22:09:00 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
22:09:15 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
22:09:15 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
22:09:15 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
22:09:15 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
22:09:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
22:09:28 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl
22:09:35 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]"
22:09:35 "DayZ Epoch: MPframework inited"
22:09:43 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
22:09:43 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
22:10:04 "Res3tting B!S effects..."
22:10:04 "HIVE: Starting"
22:10:04 "HIVE: trying to get objects"
22:10:06 "HIVE: found 301 objects"
22:10:06 "HIVE: Commence Object Streaming..."
22:10:06 "HIVE: got 0 Epoch Objects and 301 Vehicles"
22:10:17 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852
22:10:31 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
22:10:31 UH1Y_DZE: ObsGun - unknown animation source ObsGun
22:10:40 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
22:10:40 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
22:10:49 "HIVE: Vehicle Spawn limit reached!"
22:10:49 "HIVE: Spawning # of Debris: 500"
22:10:49 "HIVE: Spawning # of Ammo Boxes: 3"
22:10:49 "HIVE: Spawning # of Veins: 50"
22:10:49 "Total Number of spawn locations 5"
22:10:50 "EPOCH EVENTS INIT"
22:10:52 "DEBUG: Too many at [6762.91,2933.04]"
22:10:52 "DEBUG: Too many at [10552,2222.38]"
22:10:54 "DEBUG: Too many at [8068.01,11402.9]"
22:10:54 "DEBUG: Too many at [3323.17,6436.37]"
22:10:54 "DEBUG: Too many at [11598.3,6599.38]"
22:10:55 "DEBUG VEIN: Too many objects at [6572.52,8614.61]"
22:11:02 "TIME SYNC: Local Time set to [2013,8,3,13,11]"
22:12:51 "EPOCH SERVERTRADE: Player: AJlex (14977xx) bought a 30Rnd_556x45_StanagSD in/at Hero Trader for 400x Coins"
22:13:07 "EPOCH SERVERTRADE: Player: AJlex (14977xx) sold a 30Rnd_556x45_StanagSD in/at Hero Trader for 200x Coins"
22:14:09 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
22:15:10 "RUNNING EVENT: supply_drop on [2015,10,31,13,15]"
22:17:35 "EPOCH SERVERTRADE: Player: AJlex (14977xx) bought a 30Rnd_556x45_StanagSD in/at Hero Trader for 400x Coins"
22:17:55 "EPOCH SERVERTRADE: Player: AJlex (14977xx) sold a 30Rnd_556x45_StanagSD in/at Hero Trader for 200x Coins"
22:19:09 "TIME SYNC: Local Time set to [2013,8,3,13,19]"
22:20:29 "get: STRING (14977xx), sent: STRING (14977xx)"
22:20:29 "DISCONNECT: AJlex (14977xx) Object: B 1-1-C:1 (AJlex) REMOTE, _characterID: 28259 at loc [12946.2,12765,0.00120544]"
22:20:29 Client: Remote object 3:5 not found
22:20:29 Client: Remote object 3:6 not found
22:20:29 Client: Remote object 3:7 not found

 


в чем может быть проблема?

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Вот такой вопрос на засыпку,давай подумаем,ты подключаешь ZSCinit.sqf в ините и все пропадет так? отключаешь и все работает так? видимо все совсем просто:) Сначала ты все подключил через compiles.sqf который у тебя лежит в определенной папке,в нем ты указал пути к fn_selfActions.sqf, player_lockVault.sqf,player_unlockVault.sqf и т.д а в этих фаилах твои плагины подключаются,но когда ты подключаешь ZSCinit.sqf он начинает работать и меняет пути этих фаилов, соответственно все пути меняются ты заглядывал в ZSCinit.sqf?

 

#include "ZSCconfig.sqf"

 

call compile preprocessFileLineNumbers "ZSC\gold\player_traderMenu.sqf";

 

BIS_fnc_numberDigits = compile preprocessFileLineNumbers "ZSC\compiles\numberDigits.sqf";

BIS_fnc_numberText = compile preprocessFileLineNumbers "ZSC\compiles\numberText.sqf";

SC_fnc_removeCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_removeCoins.sqf";

SC_fnc_addCoins = compile preprocessFileLineNumbers "ZSC\compiles\SC_fnc_addCoins.sqf";

 

/*overwrites*/

if( isNil "ZSC_Overwrite_SelfActions" || ZSC_Overwrite_SelfActions)then{

fnc_usec_selfActions = compile preprocessFileLineNumbers "ZSC\compiles\fn_selfActions.sqf";

};

if( isNil "ZSC_Overwrite_SwitchModel" || ZSC_Overwrite_SwitchModel)then{

player_switchModel = compile preprocessFileLineNumbers "ZSC\compiles\player_switchModel.sqf";

};

if( isNil "ZSC_Overwrite_LockVault" || ZSC_Overwrite_LockVault)then{

player_lockVault = compile preprocessFileLineNumbers "ZSC\compiles\player_lockVault.sqf";

};

if( isNil "ZSC_Overwrite_UnLockVault" || ZSC_Overwrite_UnLockVault)then{

player_unlockVault = compile preprocessFileLineNumbers "ZSC\compiles\player_unlockVault.sqf";

};

if( isNil "ZSC_Overwrite_PackVault" || ZSC_Overwrite_PackVault)then{

player_packVault = compile preprocessFileLineNumbers "ZSC\compiles\player_packVault.sqf";

};

if( isNil "ZSC_Overwrite_PackTent" || ZSC_Overwrite_PackTent)then{

player_packTent = compile preprocessFileLineNumbers "ZSC\compiles\player_packTent.sqf";

};

 

player_gearSet = compile preprocessFileLineNumbers "ZSC\compiles\player_gearSet.sqf";

//This overwrite must happen, or change the files in your version of it. I Don't know any mod that changes this file tbh.

 

 

/*end overwrites*/

 

Сначала удали эти строки там,или загляни в ZSCconfig.sqf и отключи их там командой false,или просто все удали и там и там.

да,все банально и просто

в файле переназначение на кастомные файле,и они заменяли пути моих файлов поэтому и кнопок там не было

я этот файл открывал но дальше 8 строчек не смотрел,а я себе 3 день голову ломаю

спасибо

Изменено пользователем AJlex (история изменений)

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да,все банально и просто

в файле переназначение на кастомные файле,и они заменяли пути моих файлов поэтому и кнопок там не было

я этот файл открывал но дальше 8 строчек не смотрел,а я себе 3 день голову ломаю

спасибо

Не за что :)

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