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miniven777

Cannot open file 'C:\Users\1\AppData\Local\ArmA 2 OA\tmp\__cur_mp.pbo'

Помогите, где искать.

 

=====================================================================
== C:\Program Files (x86)\Arma 2 Dayz\Expansion\beta\arma2oa.exe
== "C:\Program Files (x86)\Arma 2 Dayz\Expansion\beta\arma2oa.exe" -beta=Expansion\beta;Expansion\beta\Expansion -nosplash -mod=@DayZ_Epoch
=====================================================================
Exe timestamp: 2013/07/23 14:11:04
Current time:  2016/03/04 22:06:18
 
Version 1.62.108074
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Updating base class ->NonStrategic, by Ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by Ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by Ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
Strange convex component288 in warehouse\models\warehouse.p3d:geometry
Strange convex component289 in warehouse\models\warehouse.p3d:geometry
Strange convex component290 in warehouse\models\warehouse.p3d:geometry
Strange convex component291 in warehouse\models\warehouse.p3d:geometry
Strange convex component292 in warehouse\models\warehouse.p3d:geometry
Strange convex component293 in warehouse\models\warehouse.p3d:geometry
Strange convex component294 in warehouse\models\warehouse.p3d:geometry
Strange convex component295 in warehouse\models\warehouse.p3d:geometry
Strange convex component296 in warehouse\models\warehouse.p3d:geometry
Strange convex component297 in warehouse\models\warehouse.p3d:geometry
Strange convex component298 in warehouse\models\warehouse.p3d:geometry
Strange convex component299 in warehouse\models\warehouse.p3d:geometry
Strange convex component300 in warehouse\models\warehouse.p3d:geometry
Strange convex component301 in warehouse\models\warehouse.p3d:geometry
Strange convex component302 in warehouse\models\warehouse.p3d:geometry
Strange convex component303 in warehouse\models\warehouse.p3d:geometry
Strange convex component304 in warehouse\models\warehouse.p3d:geometry
Strange convex component305 in warehouse\models\warehouse.p3d:geometry
Strange convex component306 in warehouse\models\warehouse.p3d:geometry
Strange convex component307 in warehouse\models\warehouse.p3d:geometry
Strange convex component308 in warehouse\models\warehouse.p3d:geometry
Strange convex component309 in warehouse\models\warehouse.p3d:geometry
Strange convex component310 in warehouse\models\warehouse.p3d:geometry
Strange convex component311 in warehouse\models\warehouse.p3d:geometry
Strange convex component312 in warehouse\models\warehouse.p3d:geometry
Strange convex component313 in warehouse\models\warehouse.p3d:geometry
Strange convex component314 in warehouse\models\warehouse.p3d:geometry
Strange convex component315 in warehouse\models\warehouse.p3d:geometry
Strange convex component316 in warehouse\models\warehouse.p3d:geometry
Strange convex component317 in warehouse\models\warehouse.p3d:geometry
Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
2nd UV set needed, but not defined in ReportStack not available
Unable to get my public IP address
HTTP error 500 (res=6)
Info: ((
Could not resolve host: is.bistudio.com; No data record of requested type
Closing connection #0
)) Info
Registration failed: error Couldn't resolve host name (Could not resolve host: is.bistudio.com; No data record of requested type)
ErrorMessage: Cannot open file 'C:\Users\1\AppData\Local\ArmA 2 OA\tmp\__cur_mp.pbo'
Edited by miniven777 (see edit history)

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9 answers to this question

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  • 0

Тебе отписали, что сделать, отписали про экспаншн, но ты делаешь по своему - зачем ты тогда, что то спрашиваешь на форуме?

Хочешь с нами наблюдениями поделиться - как я правил серв? - Ну так блог создай, и там выкладывай)

Если ты спрашиваешь совета, исходя из проблемы - так ты хоть делай, то, что советуют, а все остальное уже после можешь приложить, если не получается, как присоветовали.

 

Ты батник сделал?

Запустил?

На другие сервера заходишь?

 

Или эти вопросы так же пустыми останутся?

Простите меня)

Переставил игру на D и все заработало, видимо проблема в доступе была. 

Edited by miniven777 (see edit history)

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  • 0

Пробовал добавлять папку с этими файлами, не помогает. Переставлял полностью арму и сервак, тоже самое. В мультиплеере сервер видно, ошибка выходит при подключении к нему. Может быть при перестановки армы и сервака удалилось что-то не до конца.

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  • 0

Не понятно вообще к чему файл кеша, но судя по ошибке - скорее всего у тебя нет доступа к данной папке, для игры.

Для начала попробуй зайти в А2, потом в А2ОА - тупо зайти вигру, дождаться прогрузки роликов - старта самой игры, и выйти.

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  • 0

Не понятно вообще к чему файл кеша, но судя по ошибке - скорее всего у тебя нет доступа к данной папке, для игры.

Для начала попробуй зайти в А2, потом в А2ОА - тупо зайти вигру, дождаться прогрузки роликов - старта самой игры, и выйти.

В игру заходит, стандартные миссии и компании запускаются без проблем.

Когда создаю сервак и подключаюсь к нему игра вообще вылетает с этой ошибкой.

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  • 0

Ты нам тут показываешь РПТ клиента, - при чем тут тогда ошибки сервера?

Если у тебя на твой сервак не заходит клиент, то и смотри свой батник к серверу -

 

Expansion\Beta уже 100 лет как не используется.

Запускай с нормального батника игру.

http://rnrportal.ru/forum/index.php?/topic/51-bat-%D1%84%D0%B0%D0%B9%D0%BB-%D0%B4%D0%BB%D1%8F-%D0%B7%D0%B0%D0%BF%D1%83%D1%81%D0%BA%D0%B0-%D0%BA%D0%BB%D0%B8%D0%B5%D0%BD%D1%82%D0%B0-%D0%BD%D0%B0-%D0%BD%D0%B0%D1%88-%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80/

Меняй ИП, Порт и пути к А2, и А2ОА, ну и пробуй.

 

А если ошибка сервера, то и прикрепляй свой файл РПТ сервака, и батник запускной.

Edited by NoNameUltima (see edit history)

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  • 0

Ты нам тут показываешь РПТ клиента, - при чем тут тогда ошибки сервера?

Если у тебя на твой сервак не заходит клиент, то и смотри свой батник к серверу -

 

Expansion\Beta уже 100 лет как не используется.

Запускай с нормального батника игру.

http://rnrportal.ru/forum/index.php?/topic/51-bat-%D1%84%D0%B0%D0%B9%D0%BB-%D0%B4%D0%BB%D1%8F-%D0%B7%D0%B0%D0%BF%D1%83%D1%81%D0%BA%D0%B0-%D0%BA%D0%BB%D0%B8%D0%B5%D0%BD%D1%82%D0%B0-%D0%BD%D0%B0-%D0%BD%D0%B0%D1%88-%D1%81%D0%B5%D1%80%D0%B2%D0%B5%D1%80/

Меняй ИП, Порт и пути к А2, и А2ОА, ну и пробуй.

 

А если ошибка сервера, то и прикрепляй свой файл РПТ сервака, и батник запускной.

РПТ сервака не создаетя. 

Есть мысль что когда все работало арма стояла на диске d, на с по-моему UAC защита какая-то, сейчас попробую переставить обратно отпишусь. Xampp кстати, тоже ругался когда на с его ставил, после перестановки на d ругань закончилась.

 

Вот бат:

 

@echo off
start "arma2" /min "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;"

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  • 0

 

РПТ сервака не создаетя. 

Есть мысль что когда все работало арма стояла на диске d, на с по-моему UAC защита какая-то, сейчас попробую переставить обратно отпишусь. Xampp кстати, тоже ругался когда на с его ставил, после перестановки на d ругань закончилась.

 

Вот бат:

 

@echo off
start "arma2" /min "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;"

Тебе отписали, что сделать, отписали про экспаншн, но ты делаешь по своему - зачем ты тогда, что то спрашиваешь на форуме?

Хочешь с нами наблюдениями поделиться - как я правил серв? - Ну так блог создай, и там выкладывай)

Если ты спрашиваешь совета, исходя из проблемы - так ты хоть делай, то, что советуют, а все остальное уже после можешь приложить, если не получается, как присоветовали.

 

Ты батник сделал?

Запустил?

На другие сервера заходишь?

 

Или эти вопросы так же пустыми останутся?

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    • By JolyMonk
      Всем привет. Подскажите, из-за чего выбивает такую ошибку?
      Warning Message: Cannot load mission Ошибок больше нет никаких в логах, сервер прогружается и функционирует стабильно, но эта ошибка мешает, появляется в лобби, нужно нажать на кнопку, чтобы продолжить.
       
      Файл init
      #include "custom\config.sqf" dayz_preloadFinished=nil; onPreloadStarted "dayz_preloadFinished = false;"; onPreloadFinished "dayz_preloadFinished = true;"; with uiNameSpace do {RscDMSLoad=nil;}; _verCheck = (getText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1"); if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; PLS 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; if (_verCheck) then { progress_monitor = [] VM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf"; } else { progress_monitor = [] VM (_compile + "progress_monitor.sqf"); }; 0 cutText ['','BLACK',0]; 0 fadeSound 0; 0 fadeMusic 0; }; initialized = false; CCPFLN (_compile + "variables.sqf"); PLS 0.05; CCPFLN (_compile + "publicEH.sqf"); PLS 0.1; CCPFLN (_compile + "setup_functions_med.sqf"); PLS 0.15; CCPFLN (_compile + "compiles.sqf"); if (_verCheck) then { #include "DZE_Hotfix_1.0.6.1A\init\compiles.sqf" }; PLS 0.25; CCPFLN (_compile + "server_traders.sqf"); CCPFLN "\z\addons\dayz_code\system\mission\chernarus11.sqf"; initialized = true; if (isServer) then { CCPFLN (_server + "system\dynamic_vehicle.sqf"); CCPFLN (_server + "system\server_monitor.sqf"); VM (_server + "traders\chernarus11.sqf"); }; if (!isDedicated) then { if (toLower(worldName) == "chernarus") then { ([4654,9595,0] nearestObject 145259) setDamage 1; ([4654,9595,0] nearestObject 145260) setDamage 1; }; execFSM (_compile + "player_monitor.fsm"); if (DZE_R3F_WEIGHT) then {VM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";}; [] VM (_scripts + "sectors_clear_zombies.sqf"); [] VM (_scripts + "watermark.sqf"); [] VM (_scripts + "nitro.sqf"); [] VM (_scripts + "sz.sqf"); [] VM (_scripts + "colors.sqf"); [] VM (_scripts + "obesfuscator.sqf"); [] VM (_scripts + "menu.sqf"); [] VM (_scripts + "changer.sqf"); [] VM (_scripts + "fixrts.sqf"); waitUntil {scriptDone progress_monitor}; cutText ["","BLACK IN", 3]; 3 fadeSound 1; 3 fadeMusic 1; endLoadingScreen; }; Файл config
      dayZ_instance = 11; //Instance ID of this server dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS) dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS) dayz_ForcefullmoonNights = true; // Forces night time to be full moon. dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations. dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite" if (dayz_presets == "Custom") then { dayz_enableGhosting = false; //Enable disable the ghosting system. dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again. dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system. dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS). }; dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies. dayz_maxGlobalZeds = 500; //Limit the total zeds server wide. dayz_temperature_override = false; // Set to true to disable all temperature changes. enableRadio false; enableSentences false; dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses. dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced. dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used. dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy. dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance. dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]] DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false]; //See DynamicWeatherEffects.sqf for info on these values. DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands. DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives. DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained DZE_NameTags = 0; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice. DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend) DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close DZE_HeliLift = true; // Enable Epoch heli lift system DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc. DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people. DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect. timezoneswitch = 0; // Changes murderMenu times with this offset in hours. DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues. DZE_SafeZonePosArray = []; //Prevent players in safeZones from being killed if their vehicle is destroyed. Format is [[[3D POS], RADIUS],[[3D POS], RADIUS]]; Ex. DZE_SafeZonePosArray = [[[6325.6772,7807.7412,0],150],[[4063.4226,11664.19,0],150]]; DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to build near the safe zones listed above. i.e ["VaultStorageLocked","LockboxStorageLocked","Plastic_Pole_EP1_DZ"] etc. DZE_SafeZoneNoBuildDistance = 150; // Distance from safe zones listed above to disallow building near. DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc. DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near. DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles. DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle" DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 // Death Messages DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel. DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons. DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen. DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead) DZE_ServerLogHits = false; // Log damage source, weapon, distance and ammo to server RPT for player hits. Useful for detecting damage and ammo cheats. // Dynamic Vehicles DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map MaxMineVeins = 50; // Max number of random mine veins to spawn around the map // HALO Jump DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump. DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature. DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled. DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m // Trader Menu DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic. False enables database traders with legacy trader menu. DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade) DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only) DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems. DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory. DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader. Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency. Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency. Z_SingleCurrency = false; // Does your server use a single currency system? CurrencyName = "Coins"; // If using single currency this is the currency display name. Z_MoneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth. DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in. // Plot Management and Plot for Life DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa. DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend. DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby. DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples. DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list. DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired. // Snap Build and Build Vectors DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce. DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters. DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"]; DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu. DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above. DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees. DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots). DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building. // Door Management DZE_doorManagement = true; // Enable Door Management by @DevZupa. DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend. DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it. DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors. DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code. // Group System dayz_groupSystem = false; // Enable group system dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites. /* Developers: This file's purpose is to slim down init.sqf to only the map specific and most frequently changed variables. It cuts down on the amount of if(isNil)then{}; statements in variables.sqf and makes the mission smaller. Variables that are map specific or frequently changed should be included in init.sqf by default with a corresponding if(isNil)then{}; in variables.sqf. */ // See the above file for a full list including descriptions and default values // Uncomment the lines below to change the default loadout //DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; //DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; //DefaultBackpack = "DZ_Patrol_Pack_EP1"; //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones DZE_BuildOnRoads = false; // Allow building on roads DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly. DZE_slowZombies = false; // Force zombies to always walk DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects. DZE_GodModeBase = false; // Make player built base objects indestructible DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases. DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius DZE_SelfTransfuse = true; // Allow players to bloodbag themselves DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds] MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map spawnArea = 1400; // Distance around markers to find a safe spawn position spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; // EPOCH CONFIG VARIABLES END // #define CCPFLN call compile preprocessFileLineNumbers #define PLS progressLoadingScreen #define VM execVM _compile = "custom\compile\"; _server = "\z\addons\dayz_server\"; _scripts = "custom\scripts\";  
    • By DeD
      При заходе на сервер пишет "cannot load mission"
      ​Но миссия всё-равно загружается и можно играть
      ​Не понимаю с чем связано, в RPT ничего не увидел такого
    • By SIR2100
      День добрый, ребят. Подскажите пожалуйста, захожу на сервер, все ок. Если убивают - обратно войти не получается. В rpt вот эта ошибка:    
      12:05:43 "get: STRING (6401097), sent: STRING (6401097)" 12:05:43 "DISCONNECT: IIropb (6401097) Object: B 1-1-B:1 (IIropb) REMOTE, _characterID: 29 at loc [-7239.67,19539.3,0.245514]" 12:05:43 "ERROR: server_playerSync: Cannot Sync Player IIropb [29]. Position in debug! [-7239.67,19539.3,0.245514]"   Установлен по сути только сам сервер, и больше ничего. Куда, в какую сторону копать?
       
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