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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)

 

 

 

 

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4 answers to this question

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  • 0

Для начала ошибки исправь в cpp

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

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  • 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"};

};

};

 

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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:

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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.

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    • 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
    • By 123new
      В данной теме я ничего не прошу. Эта тема исключительно для обмена информацией и файлами со Steam мастерской и инструментов Steam, преимущественно для тех. кто не может их загрузить сам по тем или иным причинам.
       
      Форма запроса:
      1. Помогите скачать: {название и ссылка на необходимое вам, можно перечислить списком}
      2. Предпочитаю скачивать через: {названия облачных хранилищ, torrent, если работает}
      3. Буду ждать результата до: {дата, время по GMT+3, до которой вы ждете что вам помогут}
       
      Обращаю внимание, что все запросы и помощь исключительно добровольные между всеми форумчанами, никто ничем никому не обязан. Если по какой-то причине вам никто не может помочь загрузить файлы ищите свои способы это сделать сами.
      Форма запроса рекоммендуемая, но не обязательная в теме.
       
      ВАЖНО!! Благодарности за помощь оставлять в виде поднятия репутации автору за сообщение с нужной вам ссылкой.
    • By Anton81
      Игроки багоюзят с помощью велосипеда , подъезжают к стене на велосипеде , потом слезают с него около стены и оказываются на чужой базе.Как можно это пофиксить?
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