Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • Need help?

    Create a topic in the appropriate section
    Don't write everything in the chat!
  • Take a look at the marketplace

    There you can buy
    everything related to game servers
  • Don't want a ban?

    Please read our rules
    Don't disturb the order!
  • Sell or buy?

    Use services of the guarantor
    We will make your deal safe
  • 0
KaumOFF

Вопрос насчет STEAM epoch

Привет, может кому то это покажется смешным и пройденным этапом, но у меня появилась вот такая проблема. У меня есть сборка сервера overpoch, которую я использовал на no-steam для игры с друзьями, сейчас же перешли на steam версию, и сервер тупо не как не хочет работать. 

Ставлю голую EPOCH, все работает и на сервер заходит, затем закидываю свои файлы в папки, а именно в @DayZ_Epoch_Server, MPMissions и Battleye и на сервер не пускает. Пишет вас изгнали из игры,  рпт будет ниже. Переставлял несколько раз. Так же вопрос насчет запуска сервера и самой игры. Запускаю сервер, а игру через steam или dayzlauncher не могу запустить, типо игра уже запущена. Сам сначала запускаю игру, а потом уже сервер. Просто в steam впервые, как проще сделать?

 

 

=====================================================================
== C:\Program Files\Steam\steamapps\common\Arma 2 Operation Arrowhead\arma2oaserver.exe
== "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=@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2016/09/21 14:49:21
Current time:  2016/09/21 15:53:09


Version 1.63.125548
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Item STR_EQUIP_NAME_41 listed twice
Item STR_EQUIP_DESC_41 listed twice
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Unsupported language Russian in stringtable
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</German>
        <English>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</English>
        <Italian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Italian>
        <Spanish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, they were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunition new mounting brackets better suited
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Spanish>
        <French>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</French>
        <Czech>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Czech>
        <Russian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Russian>
        <Polish>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Polish>
        <Hungarian>From world.guns.ru: &lt'
Unknown entity: 'C inatallations and equipment, fuel and ammunition storage facilities and parked tactical aircraft. The original BS-1 system was designed for the 7.62mm Kalashnikov AKMS assault rifle with PBS-1 silencers. When the Soviet army switched over to 5.45x39mm ammunition, the AKMS assault rifles with PBS-1 silencer were replaced with AKS-74UB compact assault rifles with PBS-4 silencers. The original GSN-19 grenade launcher system was slightly reworked, primarily to use different launching ammunit
Unknown entity: 'C equipment, and then cause enough damage to render the target inoperative. The grenade has no propelling system in itself, instead being launched by special blank cartridges which are loaded into a detachable box magazine.</Hungarian>
    </Key>
    <Key ID="STR_VIL_AKS74UB_BS1_SHORT">
      <German>Compact assault rifle with silenced grenade launcher&lt'
Item STR_VIL_DN_BS1 listed twice
Item STR_AUTHOR_VILAS listed twice
Item STR_VIL_EASTERN listed twice
Item STR_VIL_WEAPONS listed twice
Item str_dss_10rnd_vss listed twice
Item str_dss_20rnd_vss listed twice
Item str_dn_20rnd_9x39_sp5_vss listed twice
Item str_dn_ak_107_gl_pso listed twice
Item str_dn_ak_107_kobra listed twice
Item str_dn_M40A3 listed twice
Item str_dn_rpk_74 listed twice
Item str_ep1_dn_fn_fal listed twice
Updating base class ->NonStrategic, by ca\config.bin/CfgVehicles/HouseBase/
Updating base class ->HouseBase, by ca\config.bin/CfgVehicles/Ruins/
Updating base class ->DestructionEffects, by ca\config.bin/CfgVehicles/House/DestructionEffects/
Updating base class ->FlagCarrierCore, by ca\ca_pmc\config.bin/CfgVehicles/FlagCarrier/
Updating base class ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/
Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/
Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/
Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/
Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/
Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/
Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/
Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/
Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/
Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/
Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/
Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/
Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/
Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/
Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/
Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/
Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/
Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/
Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/
Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/
Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/
Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/
Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/
Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/
Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/
Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/
Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/
Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/
Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/
Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/
Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/
Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/
Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/
Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/
Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/
Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/
Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/
Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/
Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/
Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/
Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/
Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/
Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/
Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/
Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/
Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/
Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/
Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/
Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/
Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/
Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/
Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/
Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/
Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/
Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/
Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/
Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/
Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/
Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/
Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/
Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/
Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/
Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/
Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/
Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
15:53:31 Unsupported language Russian in stringtable
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)
15:53:32 Server error: Player without identity KaumOFF (id 1050050101)

 

 

 

 

Share this post


Link to post
Share on other sites

4 answers to this question

Recommended Posts

  • 0

Для начала ошибки исправь в cpp

Потом проверь порты - открыты, или нет.(2302-2305 UDP)

Share this post


Link to post
Share on other sites



  • 0

Для начала ошибки исправь в cpp

Потом проверь порты - открыты, или нет.(2302-2305 UDP)

Тоже интересует способ исправления этой ошибки: File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'

В Файле config.cpp на этой строке нет ни чего, а рядом в строчках вроде нет ошибок. Подскажите как исправить.

Файл config.cpp

 

#include "CrewAnimations.hpp"

 

class CfgPatches

{

class nissan_350z

{

units[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {};

};

};

 

class CfgVehicleClasses

{

class car_pl

{

displayName = "Car Pack";

};

};

 

class CfgVehicles {

class All {

 

};

 

class AllVehicles : All {};

 

class Land : AllVehicles {};

 

class LandVehicle : Land {};

 

class Car : LandVehicle {

class UserActions;

class Exhausts; // External class reference

class AnimationSources; // External class reference

 

class HitPoints {

class HitLFWheel; // External class reference

class HitLBWheel; // External class reference

class HitLMWheel; // External class reference

class HitLF2Wheel; // External class reference

class HitRFWheel; // External class reference

class HitRBWheel; // External class reference

class HitRMWheel; // External class reference

class HitRF2Wheel; // External class reference

};

};

 

class 350zBase: Car {

scope = 0;

picture = "\Ca\wheeled\data\ico\skodovka_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa";

mapSize = 6;

faction = "CIV";

crew = "RU_Hooker4";

typicalCargo[] = {"RU_Hooker4"};

wheelCircumference = 1.988000;

maxSpeed = 210;

side = 3;

displayName = "Nissan 350z";

accuracy = 0.500000;

extCameraPosition[] = {0.500000, 2, -10};

armor = 20;

damageResistance = 0.018210;

cost = 2000;

fuelCapacity = 40;

transportSoldier = 1;

transportAmmo = 0;

terrainCoef=.500000;

turnCoef=2;

soundGear[] = {"", 0.000177828, 1};

insideSoundCoef = 0.9;

SoundGetIn[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1};

SoundGetOut[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1, 40};

soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-start-1", 0.562341, 1.0};

soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-start-1", 0.562341, 1.0, 250};

soundEngineOffInt[] = {"ca\sounds\vehicles\Wheeled\GOLF\int\int-golf-stop-1", 0.562341, 1.0};

soundEngineOffExt[] = {"ca\sounds\vehicles\Wheeled\GOLF\ext\ext-golf-stop-1", 0.562341, 1.0, 250};

buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01", 0.707946, 1, 200};

buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02", 0.707946, 1, 200};

buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03", 0.707946, 1, 200};

buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04", 0.707946, 1, 200};

soundBuildingCrash[] = {"buildCrash0", 0.25, "buildCrash1", 0.25, "buildCrash2", 0.25, "buildCrash3", 0.25};

WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01", 0.707946, 1, 200};

WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02", 0.707946, 1, 200};

WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03", 0.707946, 1, 200};

WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04", 0.707946, 1, 200};

WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05", 0.707946, 1, 200};

WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06", 0.707946, 1, 200};

soundWoodCrash[] = {"woodCrash0", 0.166, "woodCrash1", 0.166, "woodCrash2", 0.166, "woodCrash3", 0.166, "woodCrash4", 0.166, "woodCrash5", 0.166};

ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01", 0.707946, 1, 200};

ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02", 0.707946, 1, 200};

ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03", 0.707946, 1, 200};

ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04", 0.707946, 1, 200};

soundArmorCrash[] = {"ArmorCrash0", 0.25, "ArmorCrash1", 0.25, "ArmorCrash2", 0.25, "ArmorCrash3", 0.25};

 

class SoundEvents {

class AccelerationIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-acce-1", 0.891251, 1.0};

limit = 0.15;

expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

 

class AccelerationOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-acce-1", 0.562341, 1.0, 250};

limit = 0.15;

expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

};

 

class Sounds {

class Engine {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-low-1", 0.398107, 1.0, 300};

frequency = "(randomizer*0.05+1.25)*rpm";

volume = "camPos*engineOn*((rpm factor[0.25, 0.4]) min (rpm factor[0.6, 0.45]))";

};

 

class EngineHighOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-high-1", 0.398107, 0.8, 450};

frequency = "(randomizer*0.05+1.1)*rpm";

volume = "camPos*engineOn*(rpm factor[0.5, 0.9])";

};

 

class IdleOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-idle-1", 0.316228, 1.0, 100};

frequency = "1";

volume = "engineOn*camPos*(rpm factor[0.4, 0])";

};

 

class TiresRockOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*rock*(speed factor[4, 20])";

};

 

class TiresSandOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*sand*(speed factor[4, 20])";

};

 

class TiresGrassOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*grass*(speed factor[4, 20])";

};

 

class TiresMudOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*mud*(speed factor[4, 20])";

};

 

class TiresGravelOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*gravel*(speed factor[4, 20])";

};

 

class TiresAsphaltOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*asphalt*(speed factor[4, 20])";

};

 

class NoiseOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\ext\noise2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*(damper0 max 0.036)*(speed factor[0, 8])";

};

 

class EngineLowIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-low-1", 0.707946, 1.0};

frequency = "(randomizer*0.05+1.3)*rpm";

volume = "(1-camPos)*engineOn*((rpm factor[0.3, 0.5]) min (rpm factor[0.7, 0.52]))";

};

 

class EngineHighIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-high-1", 0.707946, 0.95};

frequency = "(randomizer*0.05+1.2)*rpm";

volume = "(1-camPos)*engineOn*(rpm factor[0.6, 1.0])";

};

 

class IdleIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-idle-1", 0.562341, 1.0};

frequency = "1";

volume = "(1-camPos)*engineOn*(rpm factor[0.4, 0])";

};

 

class TiresRockIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*rock*(speed factor[2, 20])";

};

 

class TiresSandIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*sand*(speed factor[2, 20])";

};

 

class TiresGrassIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*grass*(speed factor[2, 20])";

};

 

class TiresMudIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*mud*(speed factor[2, 20])";

};

 

class TiresGravelIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*gravel*(speed factor[2, 20])";

};

 

class TiresAsphaltIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3", 0.0562341, 1.0};

frequency = "1";

volume = "(1-camPos)*asphalt*(speed factor[2, 20])";

};

 

class NoiseIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\int\int-noise2", 0.1, 1.0};

frequency = "1";

volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-camPos)";

};

 

class Movement {

sound = "soundEnviron";

frequency = "1";

volume = "0";

};

};

weapons[] = {"SportCarHorn"};

magazines[] = {};

driverAction = "Skodovka_Driver";

cargoAction[] = {"Skodovka_Cargo01"};

cargoIsCoDriver[] = {1, 0};

hasGunner = 0;

 

class Turrets {};

 

class Library {libTextDesc = "$STR_LIB_SKODA"};

rarityUrban = 0.500000;

class UserActions

{

 

};

class Afterburner

{

displayName ="Turbo On";

position = "pilotcontrol";

radius =15;

condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1";

statement = "this execvm ""\nissan_350z\script\turbo.sqf""; ";

onlyforplayer = False;

};

class Afterburner_1

{

displayName ="Turbo Off";

position = "pilotcontrol";

radius =15;

condition = "this animationPhase ""ABSwitch"" >= 0.9";

statement = "this animate [""ABSwitch"",0]";

onlyforplayer = False;

};

};

class 350z: 350zBase {

scope = 2;

accuracy = 1000;

crew = "Citizen1";

faction = "CIV";

vehicleClass = "car_pl";

typicalCargo[] = {"Citizen1"};

model = "\nissan_350z\350z";

picture = "\Ca\wheeled\data\ico\skodovka_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa";

mapSize = 6;

displayName = "Nissan 350z (Orange)";

displayNameShort = "350z";

 

class HitPoints : HitPoints {

class HitEngine {

armor = 0.4;

material = 60;

name = "motor";

visual = "motor";

passThrough = 1;

};

 

class HitBody {

armor = 1;

material = 51;

name = "karoserie";

visual = "karoserie";

passThrough = 1;

};

 

class HitFuel {

armor = 0.3;

material = 51;

name = "palivo";

passThrough = 1;

};

 

class HitLFWheel {

armor = 0.38;

material = -1;

name = "levy predni tlumic";

visual = "levy predni tlumic";

passThrough = 0;

};

 

class HitRFWheel {

armor = 0.38;

material = -1;

name = "pravy predni tlumic";

visual = "pravy predni tlumic";

passThrough = 0;

};

 

class HitLBWheel {

armor = 0.38;

material = -1;

name = "levy zadni tlumic";

visual = "levy zadni tlumic";

passThrough = 0;

};

 

class HitRBWheel {

armor = 0.38;

material = -1;

name = "pravy zadni tlumic";

visual = "pravy zadni tlumic";

passThrough = 0;

};

 

class HitGlass1 {

armor = 0.05;

material = -1;

name = "sklo predni L";

visual = "sklo predni L";

passThrough = 0;

};

 

class HitGlass2 : HitGlass1 {

name = "sklo predni P";

visual = "sklo predni P";

};

};

dammageHalf[] = {"\nissan_350z\textures\350z\glass_ca.paa", "\nissan_350z\textures\350z\broke_glass.paa"};

dammageFull[] = {"\nissan_350z\textures\350z\glass_ca.paa", "\nissan_350z\textures\350z\broken_glass.paa"};

 

class Damage {

tex[] = {};

mat[] = {"nissan_350z\textures\350z\skin_1.rvmat", "nissan_350z\textures\350z\skin_1.rvmat", "nissan_350z\textures\350z\destruct.rvmat"};

};

rarityUrban = 0.250000;

};

class 350z_red: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Red)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_red.paa","\nissan_350z\textures\licence1.paa"};

};

class 350z_kiwi: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Kiwi Thunder)";

};

class 350z_black: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z";

displayName = "Nissan 350z (Black)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_black.paa","\nissan_350z\textures\licence2.paa"};

};

class 350z_silver: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Silver)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_silver.paa","\nissan_350z\textures\licence3.paa"};

};

class 350z_green: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Green)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_green.paa","\nissan_350z\textures\licence4.paa"};

};

class 350z_blue: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Blue)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_blue.paa","\nissan_350z\textures\licence5.paa"};

};

class 350z_gold: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Gold)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_gold.paa","\nissan_350z\textures\licence6.paa"};

};

class 350z_white: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (White)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_white.paa","\nissan_350z\textures\licence7.paa"};

};

class 350z_pink: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Hello Kitty)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_pink.paa","\nissan_350z\textures\licence8.paa"};

};

class 350z_mod: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Emery's Car)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_emery.paa","\nissan_350z\textures\licence9.paa"};

};

class 350z_ruben: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Ruben's Car)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_ruben.paa","\nissan_350z\textures\licence10.paa"};

};

class 350z_v: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z";

displayName = "Nissan 350z (V For Vendetta)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_v.paa","\nissan_350z\textures\licence11.paa"};

};

class 350z_city: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (City Life)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_city.paa","\nissan_350z\textures\licence12.paa"};

};

class 350z_yellow: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Yellow)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_yellow.paa","\nissan_350z\textures\licence13.paa"};

};

};

 

Share this post


Link to post
Share on other sites
  • 0

Тоже интересует способ исправления этой ошибки: File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'

В Файле config.cpp на этой строке нет ни чего, а рядом в строчках вроде нет ошибок. Подскажите как исправить.

Файл config.cpp

 

#include "CrewAnimations.hpp"

 

class CfgPatches

{

class nissan_350z

{

units[] = {};

requiredVersion = 0.100000;

requiredAddons[] = {};

};

};

 

class CfgVehicleClasses

{

class car_pl

{

displayName = "Car Pack";

};

};

 

class CfgVehicles {

class All {

 

};

 

class AllVehicles : All {};

 

class Land : AllVehicles {};

 

class LandVehicle : Land {};

 

class Car : LandVehicle {

class UserActions;

class Exhausts; // External class reference

class AnimationSources; // External class reference

 

class HitPoints {

class HitLFWheel; // External class reference

class HitLBWheel; // External class reference

class HitLMWheel; // External class reference

class HitLF2Wheel; // External class reference

class HitRFWheel; // External class reference

class HitRBWheel; // External class reference

class HitRMWheel; // External class reference

class HitRF2Wheel; // External class reference

};

};

 

class 350zBase: Car {

scope = 0;

picture = "\Ca\wheeled\data\ico\skodovka_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa";

mapSize = 6;

faction = "CIV";

crew = "RU_Hooker4";

typicalCargo[] = {"RU_Hooker4"};

wheelCircumference = 1.988000;

maxSpeed = 210;

side = 3;

displayName = "Nissan 350z";

accuracy = 0.500000;

extCameraPosition[] = {0.500000, 2, -10};

armor = 20;

damageResistance = 0.018210;

cost = 2000;

fuelCapacity = 40;

transportSoldier = 1;

transportAmmo = 0;

terrainCoef=.500000;

turnCoef=2;

soundGear[] = {"", 0.000177828, 1};

insideSoundCoef = 0.9;

SoundGetIn[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1};

SoundGetOut[] = {"ca\sounds\Vehicles\wheeled\GOLF\ext\ext-golf-getout", 0.562341, 1, 40};

soundEngineOnInt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-start-1", 0.562341, 1.0};

soundEngineOnExt[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-start-1", 0.562341, 1.0, 250};

soundEngineOffInt[] = {"ca\sounds\vehicles\Wheeled\GOLF\int\int-golf-stop-1", 0.562341, 1.0};

soundEngineOffExt[] = {"ca\sounds\vehicles\Wheeled\GOLF\ext\ext-golf-stop-1", 0.562341, 1.0, 250};

buildCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_building_01", 0.707946, 1, 200};

buildCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_building_02", 0.707946, 1, 200};

buildCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_building_03", 0.707946, 1, 200};

buildCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_building_04", 0.707946, 1, 200};

soundBuildingCrash[] = {"buildCrash0", 0.25, "buildCrash1", 0.25, "buildCrash2", 0.25, "buildCrash3", 0.25};

WoodCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_01", 0.707946, 1, 200};

WoodCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_02", 0.707946, 1, 200};

WoodCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_03", 0.707946, 1, 200};

WoodCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_04", 0.707946, 1, 200};

WoodCrash4[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_05", 0.707946, 1, 200};

WoodCrash5[] = {"Ca\sounds\Vehicles\Crash\crash_mix_wood_06", 0.707946, 1, 200};

soundWoodCrash[] = {"woodCrash0", 0.166, "woodCrash1", 0.166, "woodCrash2", 0.166, "woodCrash3", 0.166, "woodCrash4", 0.166, "woodCrash5", 0.166};

ArmorCrash0[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_01", 0.707946, 1, 200};

ArmorCrash1[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_02", 0.707946, 1, 200};

ArmorCrash2[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_03", 0.707946, 1, 200};

ArmorCrash3[] = {"Ca\sounds\Vehicles\Crash\crash_vehicle_04", 0.707946, 1, 200};

soundArmorCrash[] = {"ArmorCrash0", 0.25, "ArmorCrash1", 0.25, "ArmorCrash2", 0.25, "ArmorCrash3", 0.25};

 

class SoundEvents {

class AccelerationIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-acce-1", 0.891251, 1.0};

limit = 0.15;

expression = "engineOn*(1-camPos)*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

 

class AccelerationOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-acce-1", 0.562341, 1.0, 250};

limit = 0.15;

expression = "engineOn*camPos*2*gmeterZ*((speed factor[1.5, 5]) min (speed factor[5, 1.5]))";

};

};

 

class Sounds {

class Engine {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-low-1", 0.398107, 1.0, 300};

frequency = "(randomizer*0.05+1.25)*rpm";

volume = "camPos*engineOn*((rpm factor[0.25, 0.4]) min (rpm factor[0.6, 0.45]))";

};

 

class EngineHighOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-high-1", 0.398107, 0.8, 450};

frequency = "(randomizer*0.05+1.1)*rpm";

volume = "camPos*engineOn*(rpm factor[0.5, 0.9])";

};

 

class IdleOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\ext\ext-golf-idle-1", 0.316228, 1.0, 100};

frequency = "1";

volume = "engineOn*camPos*(rpm factor[0.4, 0])";

};

 

class TiresRockOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-rock2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*rock*(speed factor[4, 20])";

};

 

class TiresSandOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-sand2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*sand*(speed factor[4, 20])";

};

 

class TiresGrassOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-grass3", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*grass*(speed factor[4, 20])";

};

 

class TiresMudOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-mud2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*mud*(speed factor[4, 20])";

};

 

class TiresGravelOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-gravel2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*gravel*(speed factor[4, 20])";

};

 

class TiresAsphaltOut {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\ext\ext-tires-asphalt3", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*asphalt*(speed factor[4, 20])";

};

 

class NoiseOut {

sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\ext\noise2", 0.0562341, 1.0, 40};

frequency = "1";

volume = "camPos*(damper0 max 0.036)*(speed factor[0, 8])";

};

 

class EngineLowIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-low-1", 0.707946, 1.0};

frequency = "(randomizer*0.05+1.3)*rpm";

volume = "(1-camPos)*engineOn*((rpm factor[0.3, 0.5]) min (rpm factor[0.7, 0.52]))";

};

 

class EngineHighIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-high-1", 0.707946, 0.95};

frequency = "(randomizer*0.05+1.2)*rpm";

volume = "(1-camPos)*engineOn*(rpm factor[0.6, 1.0])";

};

 

class IdleIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\GOLF\int\int-golf-idle-1", 0.562341, 1.0};

frequency = "1";

volume = "(1-camPos)*engineOn*(rpm factor[0.4, 0])";

};

 

class TiresRockIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-rock2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*rock*(speed factor[2, 20])";

};

 

class TiresSandIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-sand2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*sand*(speed factor[2, 20])";

};

 

class TiresGrassIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-grass3", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*grass*(speed factor[2, 20])";

};

 

class TiresMudIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-mud2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*mud*(speed factor[2, 20])";

};

 

class TiresGravelIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-gravel2", 0.0707946, 1.0};

frequency = "1";

volume = "(1-camPos)*gravel*(speed factor[2, 20])";

};

 

class TiresAsphaltIn {

sound[] = {"\ca\SOUNDS\Vehicles\Wheeled\Tires\int\int-tires-asphalt3", 0.0562341, 1.0};

frequency = "1";

volume = "(1-camPos)*asphalt*(speed factor[2, 20])";

};

 

class NoiseIn {

sound[] = {"ca\sounds\Vehicles\Wheeled\Noises\int\int-noise2", 0.1, 1.0};

frequency = "1";

volume = "(damper0 max 0.03)*(speed factor[0, 8])*(1-camPos)";

};

 

class Movement {

sound = "soundEnviron";

frequency = "1";

volume = "0";

};

};

weapons[] = {"SportCarHorn"};

magazines[] = {};

driverAction = "Skodovka_Driver";

cargoAction[] = {"Skodovka_Cargo01"};

cargoIsCoDriver[] = {1, 0};

hasGunner = 0;

 

class Turrets {};

 

class Library {libTextDesc = "$STR_LIB_SKODA"};

rarityUrban = 0.500000;

class UserActions

{

 

};

class Afterburner

{

displayName ="Turbo On";

position = "pilotcontrol";

radius =15;

condition = "speed this >50 and this animationPhase ""ABSwitch"" <= 0.1";

statement = "this execvm ""\nissan_350z\script\turbo.sqf""; ";

onlyforplayer = False;

};

class Afterburner_1

{

displayName ="Turbo Off";

position = "pilotcontrol";

radius =15;

condition = "this animationPhase ""ABSwitch"" >= 0.9";

statement = "this animate [""ABSwitch"",0]";

onlyforplayer = False;

};

};

class 350z: 350zBase {

scope = 2;

accuracy = 1000;

crew = "Citizen1";

faction = "CIV";

vehicleClass = "car_pl";

typicalCargo[] = {"Citizen1"};

model = "\nissan_350z\350z";

picture = "\Ca\wheeled\data\ico\skodovka_CA.paa";

Icon = "\Ca\wheeled\data\map_ico\icomap_skoda_CA.paa";

mapSize = 6;

displayName = "Nissan 350z (Orange)";

displayNameShort = "350z";

 

class HitPoints : HitPoints {

class HitEngine {

armor = 0.4;

material = 60;

name = "motor";

visual = "motor";

passThrough = 1;

};

 

class HitBody {

armor = 1;

material = 51;

name = "karoserie";

visual = "karoserie";

passThrough = 1;

};

 

class HitFuel {

armor = 0.3;

material = 51;

name = "palivo";

passThrough = 1;

};

 

class HitLFWheel {

armor = 0.38;

material = -1;

name = "levy predni tlumic";

visual = "levy predni tlumic";

passThrough = 0;

};

 

class HitRFWheel {

armor = 0.38;

material = -1;

name = "pravy predni tlumic";

visual = "pravy predni tlumic";

passThrough = 0;

};

 

class HitLBWheel {

armor = 0.38;

material = -1;

name = "levy zadni tlumic";

visual = "levy zadni tlumic";

passThrough = 0;

};

 

class HitRBWheel {

armor = 0.38;

material = -1;

name = "pravy zadni tlumic";

visual = "pravy zadni tlumic";

passThrough = 0;

};

 

class HitGlass1 {

armor = 0.05;

material = -1;

name = "sklo predni L";

visual = "sklo predni L";

passThrough = 0;

};

 

class HitGlass2 : HitGlass1 {

name = "sklo predni P";

visual = "sklo predni P";

};

};

dammageHalf[] = {"\nissan_350z\textures\350z\glass_ca.paa", "\nissan_350z\textures\350z\broke_glass.paa"};

dammageFull[] = {"\nissan_350z\textures\350z\glass_ca.paa", "\nissan_350z\textures\350z\broken_glass.paa"};

 

class Damage {

tex[] = {};

mat[] = {"nissan_350z\textures\350z\skin_1.rvmat", "nissan_350z\textures\350z\skin_1.rvmat", "nissan_350z\textures\350z\destruct.rvmat"};

};

rarityUrban = 0.250000;

};

class 350z_red: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Red)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_red.paa","\nissan_350z\textures\licence1.paa"};

};

class 350z_kiwi: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Kiwi Thunder)";

};

class 350z_black: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z";

displayName = "Nissan 350z (Black)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_black.paa","\nissan_350z\textures\licence2.paa"};

};

class 350z_silver: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Silver)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_silver.paa","\nissan_350z\textures\licence3.paa"};

};

class 350z_green: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Green)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_green.paa","\nissan_350z\textures\licence4.paa"};

};

class 350z_blue: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Blue)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_blue.paa","\nissan_350z\textures\licence5.paa"};

};

class 350z_gold: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Gold)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_gold.paa","\nissan_350z\textures\licence6.paa"};

};

class 350z_white: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (White)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_white.paa","\nissan_350z\textures\licence7.paa"};

};

class 350z_pink: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Hello Kitty)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_pink.paa","\nissan_350z\textures\licence8.paa"};

};

class 350z_mod: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Emery's Car)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_emery.paa","\nissan_350z\textures\licence9.paa"};

};

class 350z_ruben: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z_kiwi";

displayName = "Nissan 350z (Ruben's Car)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_ruben.paa","\nissan_350z\textures\licence10.paa"};

};

class 350z_v: 350z

{

scope = 2;

faction = CIV;

model = "\nissan_350z\350z";

displayName = "Nissan 350z (V For Vendetta)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_v.paa","\nissan_350z\textures\licence11.paa"};

};

class 350z_city: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (City Life)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_city.paa","\nissan_350z\textures\licence12.paa"};

};

class 350z_yellow: 350z

{

scope = 2;

faction = CIV;

displayName = "Nissan 350z (Yellow)";

hiddenSelections[] = {"skin1","licence"};

hiddenSelectionsTextures[] = {"\nissan_350z\textures\350z\skin_yellow.paa","\nissan_350z\textures\licence13.paa"};

};

};

 

Скинь сам файлик, оно может писать что ошибка не только в 1й строчке, а где-то в блоке....

Тоесть:

 

{

Блаблаблаблабла - строчка на которую ссылается.

блаблаблабла

блаОШИБКАблабла

};

 

Ну думаю пример ясен :wink:

Share this post


Link to post
Share on other sites
  • 0

Скинь сам файлик, оно может писать что ошибка не только в 1й строчке, а где-то в блоке....

Тоесть:

 

{

Блаблаблаблабла - строчка на которую ссылается.

блаблаблабла

блаОШИБКАблабла

};

 

Ну думаю пример ясен :wink:

файл весь, от первой до последней строки.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By MrMiBl
      Всем привет! С наступающим!  
      Проблема такая: безсознанка очень долгая (от двух минут и больше от рандомной пульки...)
      Собственно вопрос: как её отключить либо сократить время?  
      покопавшись в файлах нашел такую тему: fn_unconscious.sqf
      // (c) facoptere@gmail.com, licensed to DayZMod for the community private ["_count","_anim","_weapon","_sprint","_stance","_transmove","_start","_timeout","_short","_sandLevel","_speed"]; if (r_player_unconsciousInProgress) exitWith {}; r_player_unconsciousInProgress = true; r_player_unconsciousInputDisabled = true; //this is like this in order to release the current user input disableUserInput true; disableUserInput true; disableUserInput false; disableUserInput false; disableUserInput true; disableUserInput true; _start = diag_tickTime; _timeout = abs r_player_timeout; _short = _timeout < 4; if (!_short) then { 4 cutRsc ["playerStatusWaiting", "PLAIN",1]; playSound "heartbeat_1"; }; _count = 0; // can be set to false by medEPI.sqf, during the 'while' loop r_player_unconscious = true; player setVariable ["NORRN_unconscious", r_player_unconscious, true]; _sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400); //diag_log [(diag_tickTime - _start) < _timeout , !r_player_unconscious , alive player ]; dayz_autoRun = false; if (player == vehicle player) then { player playAction "CanNotMove"; }; "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; "colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit 0; if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound 0 fadeSound 0.05; while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do { player setVariable ["unconsciousTime", _timeout - diag_tickTime + _start, (_count % 10) == 0]; if (!_short) then { _sandLevel set [ 3, 0.136829 * safezoneH * (diag_tickTime - _start) / _timeout ]; ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlSetPosition _sandLevel; ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlCommit 0.05; }; /*_veh = vehicle player; if ((player != _veh) and {(_veh iskindOf "LandVehicle")}) then { _speed = [0,0,0] distance velocity _veh; if (_speed > 10) then { _veh engineOn false; } else { player action ["eject", _veh]; player leaveVehicle _veh; [] spawn { uiSleep 0.1; player playMoveNow "amovppnemstpsnonwnondnon"; }; // instant prone }; }; if (player == _veh) then { player setVelocity [0,0,0]; }; */ uiSleep 0.1; _count = _count + 1; }; if (!_short) then{ 4 cutRsc ["default", "PLAIN",0]; }; r_player_unconscious = false; player setVariable ["NORRN_unconscious", r_player_unconscious, true]; r_player_timeout = 0; player setVariable ["unconsciousTime", r_player_timeout, true]; r_player_cardiac = false; player setVariable ["USEC_isCardiac",r_player_cardiac, true]; r_player_unconsciousInProgress = false; 4 cutRsc ["default", "PLAIN",1]; if (player == vehicle player) then { // "AinjPpneMstpSnonWnonDnon" rolls from back first (jarring transition if player was knocked out prone or fell to stomach) [nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE; player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed"; PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"]; publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients player playMoveNow "AmovPpneMstpSnonWnonDnon_healed"; }; 10 fadeSound 1; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; if ({getNumber (configFile >> "CfgWeapons" >> _x >> "type") in [1,2]} count (weapons player) > 0) then { //Prevent firing while weapon is still shown on back or holstered. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be 1) waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])}; }; //once more to be safe disableUserInput false; disableUserInput false; disableUserInput true; disableUserInput true; disableUserInput false; disableUserInput false; r_player_unconsciousInputDisabled = false; //diag_log [ __FILE__, diag_tickTime, "done" ]; Копать тут или где-то в другом месте?
    • By Konkystador
      Добрый день всем участникам форума и просто залетным по гуглу. В связи с последними новостями и банами мастерской "известных личностей"  и опаской других "мододелов" да и в принципе непонятными движениями представителей Bohemia Interactive (они же бегемоты), хотелось бы узнать у высших сил сия форума что нас ждет впереди. Что лучше сделать заранее дабы не быть наказанным. 
      PS ходят слухи что и вертолеты начали "наказывать", по причине что они не подходят для данной концепции игры, и что моды запрещены для продажи (это уже из своих источников). Но как быть дальше?!
       
      ВАМ не кажется что такими действиями BI оставляет только избранные серверы и голые пустышки с мелкими изменениями?! Хотелось бы услышать ваше мнение и обсудить данную ситуацию.
      PSS Да простят меня админы и модераторы данного форума за предстоящий срач. 
      Прошу всех без грубости дабы тема не улетела в корзину небытия!
    • By 123new
      Здравствуйте, дорогие друзья и посетители сайта. В данной теме я распишу как создать свой "чистый" сервер на основе первых официальных серверных файлов игры, доступных каждому в steam для тех, кто приобрел эту замечательную игру. Для тех, кто не приобретал ее, не расстраивайтесь, добавлю зеркала на файлы.
      И так, приступим.
       
      Системные требования игры:
      https://s-platoon.ru/topic/7014-polnaya-dokumentaciya-servernyh-faylov-dayz-standalone-dayz-server-files-documentation/?do=findComment&comment=61219
       
      Нам понадобятся:
      1. Notepad++ https://notepad-plus-plus.org/download
      2. Официальные серверные файлы игры со steam. Скачать  их можно:
      В Steam из раздела 'инструменты' , выбрав DayZ Server и нажав 'установить' Вручную через утилиту SteamCMD:
      3. Официальный клиент игры из steam: https://store.steampowered.com/app/221100/DayZ/
      4. "Настроенная конфигурация серверной части игры" и батник для старта сервера:
      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      И так, приступим.
      Копируем папку со скачанными серверными файлами игры (папку DayZServer ) в отдельную папку. В пути и имени папки не должно быть пробелов и русских символов. Саму новую папку можно назвать как хотите, я же назову ее MyServer. Распаковываем архив с "Настроенной конфигурацией серверной части игры" в папку с серверными файлами (папка MyServer). Получим что-то типа такого: Далее мы работаем уже только внутри папки MyServer Открываем в Notepad++ файл server.cfg в папке Instance_1.  Настраиваем его, комментарии к настройке на русском в файле имеются.
      При особой необходимости вы можете свериться с serverDZ.cfg в корневой папке сервера, это оригинальный файл конфигурации, предоставленный разработчиками. Также, можете прочитать информацию из официальной документации с переводом в теме вот этой(смотрите во 2 сообщении указанной темы). Плюсом есть пояснения в конце гайда! Открываем в Notepad++ файлы BEServer.cfg  и BEServer_x64.cfg в папке Instance_1\Battleye в папке сервера. Настраиваем параметры, содержимое обоих файлов должно быть идентичным.
      Параметры:
      RConPassword - Устанавливает пароль для подключения RCon инструментов  (инструмент удаленного администрирования, таких как BEC/Dart).
      RestrictRCon - Включает\отключает RCon-функции (кик\бан\ограничение подключения) (0 для отключения органичений)
      MaxPing - устанавливает ограничение на сервере по пингу
      В примере, уже имеющемся у вас, 12345678 - rcon-пароль сервера, 500 - максимальный пинг, разрешенный battleye для игры на сервере, RestrictRCon 0 - разрешить подключение с RCon-клиентов с правами кика и бана (0 - разрешено все, 1 - запрещен кик и бан, только отправка в чат). Запускаем !!!Start_server.bat и наш сервер запустится. Запускаем клиент игры со steam, находим наш сервер вручную по ip и порту, либо имени сервера.
      Если сервер запущен на том же компьютере, где и игра, и на стандартном порту 2302, то поумолчанию поиск выполняется по 127.0.0.1:2302
      Если сервер запущен на другом компьютере, то вместо 127.0.0.1 будет ip адрес компьютера, где запущен сервер, или его доменное имя. Например, myserver.com:2302 или 178.123.22.12:2302
      ВАЖНО: если сервер запущен на другом компьютере, отличном от компьютера где запущена игра, то для доступа на сервер игроков необходимо иметь "внешний" выделенный ip-адрес и открытый порт сервера!
      Сменить порт сервера можно в !!!Start_server.bat (Notepad++ для редактирования),  параметр запуска сервера -port= Более подробно по параметрам запуска читайте ниже. Для выключения сервера рекоммендуется пользоваться !!!Server_kill.bat файлом, созданным в соответствии с рекоммендациями разработчиков игры и официальной документацией.  
      Разъяснения по параметрам запуска сервера игры (для !!!Start_server.bat ):
      Разъяснения по конфигурационному файлу сервера игры (для serverDZ.cfg ):
       
      Crack SmartSteamEmu v. 1.4.3 данной версии клиента игры и сервера:
      Скачать с Zippyshare.com: https://www64.zippyshare.com/v/mHmPweqg/file.html
      Скачать с Mega.nz: https://mega.nz/#!rnZBXK4b!KRrJm6obcJjUlzMpEPNQ3R8sy2z0pP-0Myb_ao4TVhg
      Скачать с yandex.disk: https://yadi.sk/d/4xSF1dSt6XN41g
      Инструкция по установке есть в архиве, дублирую:
       
      Дополнительно:
      Для работы с Battleye, кика и бана игроков используйте ip-адрес и порт сервера, и любой rcon-клиент с паролем из BEServer_x64.cfg
      Для работы BEC файл BEServer.cfg должен быть идентичным по содержанию BEServer_x64.cfg иначе программа не будет работать!
      База данных (storage) теперь хранится по пути: mpmissions\dayzOffline.chernarusplus\storage_{номер instance с cfg сервера}
      В базе данных также хранится файл с сохранениями игроков на сервере с именем players.db
      Если вы не находите свой сервер в списке серверов игры во вкладке Community, проверьте на доступность и открытость извне игровой порт, а также порты steam и steamquery (см. cfg файл сервера). Сервера с crack не отобразятся там.
       
      Вот и все, приятной игры на сервере!
       
       
    • By DrTauren
      DZAI создана простой, легко настраиваемой, лёгкой в установке системой. Она создана для работы с любыми DayZ-модами и картами.

      Особенности системы:
      Статичный спавн ботов - в городах, деревнях, на военных базах Динамический спавн ботов - спавнятся рандомно по всей карте. Могут появиться где угодно и когда угодно Патрули на воздушной технике - патрули также появляются рандомно. Пешие игроки имеют маленький шанс быть обнаруженными, но игрокам на какой-либо технике повезло гораздо меньше  Сухопутные патрули на технике - появляются так же рандомно, курсируют по дорогам между городами и деревнями Собственноручно настраиваемые патрули - спавните ботов и различные патрули в нужных вам местах. Например на ваших кастомных военных базах Боты используют только лутабельное оружие - вы можете подобрать любое оружие с убитого бота без каких-либо проблем, т.к. их лут генерируется с учётоб таблиц лута вашего мода. Чем реже лут у бота, тем он опасней (автор имеет ввиду скилл бота) Система жизней - боты имеют столько же жизней, как игрок. Точно так же могут упасть без сознания. Так что лучше стрелять по головам  
       
      Установка:
      1) Качаем архив: 
      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
      2) Распаковываем наш dayz_server.pbo, затем открываем файл server_monitor.sqf
      3) Находим строку:
      allowConnection = true; и добавляем над ней эту:
      [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; 4) Копируем папку DZAI из скаченного архива в корень нашего dayz_server
      5) Настроить работу системы под себя вы можете в этом файле: DZAI\init\dzai_config.sqf
  • Our picks

×
×
  • Create New...

Important Information

By using this site, you automaticly agree to our Guidelines and Privacy Policy.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.