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RedLink

[Epoch 1.0.6] WAI для Epoch 1.0.6

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Под 1.0.6.1 вышли фиксы и обнова:

Первоисточник ТУТ

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Привет всем, у меня после установки WAI ошибка

3:29:43 Error in expression <r _x) && (_x distance [_pos_x,_pos_y,0] <= _triggerdis)) then {
_player_present >
 3:29:43   Error position: <<= _triggerdis)) then {
_player_present >
 3:29:43   Error <=: Type String, expected Number
 3:29:43 File z\addons\dayz_server\WAI\compile\heli_para.sqf, line 43

 

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Ребят , подскажите что такое после установки WAI ? Загрузка сервера виснет на фразе "Ожидание идентификации с сервером"

RPT

22:02:02 "MPframework inited"
22:02:02 "dayz_preloadFinished reset"
22:02:03 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
22:02:03 Warning Message: Script z\addons\dayz_server\compile\server_spawnTraders.sqf not found
22:02:06 Warning Message: Script z\addons\dayz_server\system\dynamic_vehicle.sqf not found
22:02:06 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
22:02:06 Warning Message: Script z\addons\dayz_server\traders\chernarus11.sqf not found
22:02:06 "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."

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правильно запакуй пбо

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Да пакую как обычно , у меня такая фигня была и с 1.0.5.1 , потом нашел файлы которые постоянно кидал перед запаковкой архива (называются AUTOFIX) 

А c 1.0.6.1. они уже не пакуются. Может у кого есть эти фиксы для 1.0.6.1

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1 час назад, cast сказал:

Да пакую как обычно , у меня такая фигня была и с 1.0.5.1 , потом нашел файлы которые постоянно кидал перед запаковкой архива (называются AUTOFIX) 

А c 1.0.6.1. они уже не пакуются. Может у кого есть эти фиксы для 1.0.6.1

А распаковываешь как? Не нужны ни какие фиксы, всё и так отлично работает.

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такое встречается если паковать папку

попробуй взять стандартный серверный пбо удалить содерживое потом скопировать свое

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Установил ботов. Все отлично, НО пешие боты стоят на месте! Если начать в них стрелять то вроде как дают ответку и начинают шевелиться. Как исправить? Чтобы они не стояли а бегали и патрулировали?

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В 12.04.2017 в 06:10, Miduznya сказал:

Под 1.0.6.1 вышли фиксы и обнова:

Первоисточник ТУТ

обновите ссылку

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У кого вписаны рабочие координаты всех трейдов в блэклист поделитесь плиз.

 

		use_blacklist				= true;			// use blacklist
		blacklist					= [
			[[0,16000,0],[1000,-0,0]],				// Left
			[[0,16000,0],[16000.0,14580.3,0]]		// Top
		];

 

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Maestro112 Учитывая что трейдзоны можно пихнуть куда угодно, то понятие "У кого есть" чуток не то. Если тебе нужны стандартные, то возьми из того же mission.sqm или твоих сейв-зон (если там уже вписаны коорды)

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Доброго время суток.

Все сделал по инструкции, все трижды проверил, не работает :( не спавнятся миссии и все тут.

arma2oaserver.RPT

Скрытый текст

=====================================================================
== E:\Dayz Epoch Server\arma2oaserver.exe
== arma2oaserver.exe  -port=2302 "-config=instance_1_overpoch\config.cfg" "-cfg=instance_1_overpoch\basic.cfg" "-profiles=instance_1_overpoch" -name=instance_1_overpoch "-mod=@DayZOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;"
=====================================================================
Exe timestamp: 2016/06/10 06:05:15
Current time:  2017/10/08 19:48:15

Version 1.63.131129
Conflicting addon Monaro in 'holdenmonarocop\', previous definition in 'holdenmonaro\'
File nissan_350z\config.cpp, line 244: '/CfgVehicles/350zBase/Library.libTextDesc': Missing ';' prior '}'
Unsupported language English in stringtable
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 ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/
Updating base class ->Default, by z\addons\anzio\config.bin/CfgWeapons/Rifle/
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 ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/
Updating base class Default->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 ->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 ->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 ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/
Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/
Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/
Updating base class ->Mode_FullAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/FullAuto/
Updating base class ->Mode_SemiAuto, by corepatch\corepatch_ccp_68220\config.cpp/CfgWeapons/G36a/Single/
Updating base class Small_items->ReammoBox, by dayz_equip\config.cpp/CfgVehicles/CardboardBox/
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 CA_IGUI_Title->RscText, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/Gear_Title/
Updating base class Available_items_Text->RscText, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/CA_ItemName/
Updating base class CA_Gear_slot_item7->CA_Gear_slot_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_item8/
Updating base class CA_Gear_slot_item7->CA_Gear_slot_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_item9/
Updating base class CA_Gear_slot_item7->CA_Gear_slot_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_item10/
Updating base class CA_Gear_slot_item7->CA_Gear_slot_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_item11/
Updating base class CA_Gear_slot_item7->CA_Gear_slot_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_item12/
Updating base class CA_Gear_slot_handgun_item5->CA_Gear_slot_handgun_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_handgun_item6/
Updating base class CA_Gear_slot_handgun_item5->CA_Gear_slot_handgun_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_handgun_item7/
Updating base class CA_Gear_slot_handgun_item5->CA_Gear_slot_handgun_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_handgun_item8/
Updating base class CA_Gear_slot_special1->CA_Gear_slot_handgun_item1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory1/
Updating base class CA_Gear_slot_inventory7->CA_Gear_slot_inventory1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory8/
Updating base class CA_Gear_slot_inventory7->CA_Gear_slot_inventory1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory9/
Updating base class CA_Gear_slot_inventory7->CA_Gear_slot_inventory1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory10/
Updating base class CA_Gear_slot_inventory7->CA_Gear_slot_inventory1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory11/
Updating base class CA_Gear_slot_inventory7->CA_Gear_slot_inventory1, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_inventory12/
Updating base class CA_Gear_slot_item1->CA_Gear_slot_handgun, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/G_GearItems/Controls/CA_Gear_slot_special1/
Updating base class RscIGUIShortcutButton->RscActiveText, by z\addons\dayz_code\config.bin/RscDisplayGear/Controls/ButtonClose/
Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/
Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/
Updating base class Strategic->, by z\addons\dayz_code\config.bin/CfgVehicles/Bomb/
Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/
Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/
Updating base class ->DefaultEventhandlers, by z\addons\dayz_code\config.bin/CfgVehicles/CSJ_GyroP/EventHandlers/
Updating base class AnimationSources->AnimationSources, by z\addons\dayz_code\config.bin/CfgVehicles/CSJ_GyroC/AnimationSources/
Updating base class ->DefaultEventhandlers, by z\addons\dayz_code\config.bin/CfgVehicles/CSJ_GyroC/EventHandlers/
Updating base class BuiltItems->Generator_Base, by z\addons\dayz_code\config.bin/CfgVehicles/Generator_DZ/
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 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/pook_1300Rnd_762x51_M60/
Updating base class 100Rnd_762x51_M240->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/pook_250Rnd_762x51/
Updating base class 6Rnd_Grenade_Camel->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/pook_12Rnd_Grenade_Camel/
Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/3Rnd_GyroGrenade/
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 DropWeapon->None, by z\addons\dayz_code\config.bin/CfgActions/PutWeapon/
Updating base class DropMagazine->None, by z\addons\dayz_code\config.bin/CfgActions/PutMagazine/
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 House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/
19:48:31 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303
19:48:36 Connected to Steam servers
19:48:59 Server error: Player without identity Antares (id 1424255017)
19:48:59 Server error: Player without identity Antares (id 1424255017)
19:48:59 Server error: Player without identity Antares (id 1424255017)
19:48:59 Server error: Player without identity Antares (id 1424255017)
19:48:59 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:00 Server error: Player without identity Antares (id 1424255017)
19:49:17 Strange convex component81 in zero_buildings\models\housev_3i3_i.p3d:geometryFire
19:49:28 Strange convex component288 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component289 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component290 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component291 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component292 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component293 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component294 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component295 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component296 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component297 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component298 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component299 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component300 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component301 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component302 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component303 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component304 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component305 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component306 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component307 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component308 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component309 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component310 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component311 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component312 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component313 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component314 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component315 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component316 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component317 in warehouse\models\warehouse.p3d:geometry
19:49:28 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire
19:49:28 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire
19:49:29 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView
19:49:29 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView
19:49:40 "PRELOAD_ Functions\init [[<No group>:0 (FunctionsManager)],any]"
19:49:40 "MPframework inited"
19:49:40 "dayz_preloadFinished reset"
19:49:42 Error in expression <;
_recompile = (count _this) > 0;


if (BIS_fnc_init && !_recompile) exitwith {t>
19:49:42   Error position: <BIS_fnc_init && !_recompile) exitwith {t>
19:49:42   Error Undefined variable in expression: bis_fnc_init
19:49:42 File ca\Modules\Functions\init.sqf, line 28
19:49:44 Warning Message: Script z\addons\dayz_server\adminevents\server_adminevents.sqf not found
19:50:00 "Loading custom server compiles"
19:50:00 BIKE: loading version 2.8.2 ...
19:50:00 BIKE: adding bike to safe vehicle list...
19:50:03 "Admin Tools: config.sqf loaded"
19:50:03 "Admin Tools: variables.sqf loaded"
19:50:04 "HIVE: Starting"
19:50:04 ["TIME SYNC: Local Time set to:",[2012,8,2,13,50],"Fullmoon:",true,"Date given by HiveExt.dll:",[2017,10,8,13,50]]
19:50:04 "HIVE: trying to get objects"
19:50:04 "HIVE: found 51 objects"
19:50:04 "HIVE: Request sent"
19:50:04 "HIVE: Streamed 51 objects"
19:50:05 "Res3tting B!S effects..."
19:50:06 "z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
19:50:07 "SERVER FPS: 17  PLAYERS: 1"
19:50:10 No owner
19:50:10 "HIVE: BENCHMARK - Server_monitor.sqf finished streaming 51 objects in 6.403 seconds (unscheduled)"
19:50:10 "Total Number of spawn locations 6"
19:50:11 "CRASHSPAWNER: Starting crash site spawner. Frequency: 25±20 min. Spawn chance: 0.75"
19:50:11 "CLEANUP: INITIALIZING Vehicle SCRIPT"
19:50:11 "Admin Tools: Activate.sqf loaded"
19:50:11 "INFO - Player: PID#3(Antares)(UID:76561198202843600/CID:17) Status: LOGGING IN"
19:50:11 "EPOCH EVENTS INIT"
19:50:11 "INFO - Player: PID#3(Antares)(UID:76561198202843600/CID:17) Status: LOGIN PUBLISHING, Location Stary Sobor [062075]"
19:50:19 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:19 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView
19:50:51 "CRASHSPAWNER: Spawning crash site (CrashSite_RU) at [10952.7,8538.97,0] with 7 items."
19:50:51 "INFO: Cannot Sync Character Antares near respawn_west [-18700,25800,3.05176e-005]. This is normal when relogging or changing clothes."
19:50:51 "B 1-1-B:1 (Antares) REMOTE, SafeZoneState, [1], 3"
19:50:51 "INFO - Player: Antares(UID:76561198202843600/CID:17) Status: CLIENT LOADED & PLAYING"
19:50:52 "HIVE: WRITE: "CHILD:305:55:[188.295166,[5504.51123,7961.21875,0.00939941]]:1:""
19:50:52 "[SAFEZONE] HMMWV_M998_crows_M2_DES_EP1 was moved out of a safe zone to: @055073 [5504.38,7961.46]"
19:50:52 "DEBUG: Spawning a care package (Misc_cargo_cont_net1) at [9516.44,12860,0] with 5 items."
19:50:52 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,13,50],"Fullmoon:",true,"Date given by HiveExt.dll:",[2017,10,8,13,50]]
19:50:54 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [12899.8,7084.93,0] with 5 items."
19:50:55 "DEBUG: Spawning a care package (Misc_cargo_cont_net1) at [12349,12470.2,0] with 6 items."
19:50:56 "DEBUG: Spawning a care package (Misc_cargo_cont_net1) at [10416.9,8715.03,0] with 6 items."
19:50:56 "DEBUG: Spawning a care package (Misc_cargo_cont_net1) at [7896.76,12294.1,0] with 5 items."
19:50:57 "DEBUG: Spawning a care package (Misc_cargo_cont_net2) at [3554.13,6735.65,0] with 8 items."
19:50:58 "HIVE: Vehicle Spawn limit reached!"
19:50:58 "HIVE: Spawning # of Debris: 0"
19:50:58 "HIVE: Spawning # of Ammo Boxes: 10"
19:51:00 "HIVE: Spawning # of Veins: 5"
19:51:00 "HIVE: BENCHMARK - Server finished spawning 0 DynamicVehicles, 0 Debris, 10 SupplyCrates and 5 MineVeins in 47.974 seconds (scheduled)"
19:56:47 "SERVER FPS: 46  PLAYERS: 1"
20:00:02 "RUNNING EVENT: crash_spawner on [2017,10,8,14,0]"

 

server_monitor.sqf

Скрытый текст

// count valid spawn markers, since different maps have different amounts
for "_i" from 0 to 10 do {
    if ((getMarkerPos format["spawn%1",_i]) distance [0,0,0] > 0) then {
        actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
    } else {
        _i = 11; // exit since we did not find any further markers
    };
};
diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];

if (isDedicated) then {endLoadingScreen;};

 

[] execVM "\z\addons\dayz_server\WAI\init.sqf";

 

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

// Trap loop
[] spawn {
    private ["_array","_array2","_array3","_script","_armed"];
    _array = str dayz_traps;
    _array2 = str dayz_traps_active;
    _array3 = str dayz_traps_trigger;

 

[] execVM "\z\addons\dayz_server\WAI\init.sqf"; пробовал вставлять в самый низ, пробовал  прописывать как [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\init.sqf"; не помогает. подскажите где туплю.

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клиентский РПТ

Скрытый текст

Creation of object Agent 0x91fa8240 failed, state NONE
Creation of object Agent 0x2a8c4380 failed, state NONE
Unsupported language Russian in stringtable
"PRELOAD_ Functions\init [[L 1-1-A:1 REMOTE],any]"
"MPframework inited"
"dayz_preloadFinished reset"
"Loading custom client compiles"
BIKE: loading version 2.8.2 ...
CLICK ACTIONS: loading...
"DZE_Hotfix_1.0.6.1A: dayz_NutritionSystem patched"
"Admin Tools: config.sqf loaded"
"Admin Tools: variables.sqf loaded"
CLICK ACTIONS: already loaded (not an error)!
BIKE: waiting for login...
"WARNING: Clearing annoying benches from Chernarus"
"z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..."
Error in expression <;
_recompile = (count _this) > 0;


if (BIS_fnc_init && !_recompile) exitwith {t>
  Error position: <BIS_fnc_init && !_recompile) exitwith {t>
  Error Undefined variable in expression: bis_fnc_init
File ca\Modules\Functions\init.sqf, line 28
"z\addons\dayz_code\system\antihack.sqf: Plants libs tests done!"
"Res3tting B!S effects..."
No owner
["Sent to server: PVDZ_plr_Login1",["76561198202843600",B 1-1-A:1 (Antares)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Antares),"dayzSetDate",[B 1-1-A:1 (Antares)]]]
["Sent to server: PVDZ_plr_Login1",["76561198202843600",B 1-1-A:1 (Antares)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Antares),"dayzSetDate",[B 1-1-A:1 (Antares)]]]
["Sent to server: PVDZ_plr_Login1",["76561198202843600",B 1-1-A:1 (Antares)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Antares),"dayzSetDate",[B 1-1-A:1 (Antares)]]]
["Sent to server: PVDZ_plr_Login1",["76561198202843600",B 1-1-A:1 (Antares)]]
["Sent to server: PVDZ_send",[B 1-1-A:1 (Antares),"dayzSetDate",[B 1-1-A:1 (Antares)]]]
"PLAYER RESULT: true"
[27747.6,"z\addons\dayz_code\system\scheduler\sched_init.sqf","Scheduler started"]
["Sent to server: PVDZ_plr_Login2",["17",B 1-1-B:1 (Antares),"76561198202843600",9,[["MR43_DZ","Binocular","NVGoggles","G17_DZ","ItemToolbox","ItemMap","ItemRadio","ItemCompass","ItemHatchet","ItemKnife","ItemGPS","ItemKeyGreen1350","ItemKeyRed780","ItemKeyYellow2254"],["ItemSodaPepsi","FoodMRE","2Rnd_12Gauge_Buck","2Rnd_12Gauge_Buck","2Rnd_12Gauge_Buck","ItemBloodbag","ItemMorphine","ItemWaterBottle","FoodPistachio","ItemPainkiller","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemBandage","ItemBandage"],""]]]
["Date & time received:",[2012,8,2,13,18]]
["Local date on this client:",[2012,8,2,13,18]]
"Sent to server PVDZ_plr_LoginRecord: [76561198202843600, 17, 0, Antares]"
[]
"player_forceSave called from fsm"
"DZE_Hotfix_1.0.6.1A: dayz_groupSystem patched"
[27765.4,"onPreloadStarted"]
"Admin Tools: Activate.sqf loaded"
"Admin Tools: NumberKeys.sqf Loaded"
"Admin Tools: FunctionKeys.sqf Loaded"
"Admin Tools: safeZones.sqf loaded"
[27766.1,"onPreloadFinished"]
"keyboard_keys reset"

 

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Подключить это одно, а перепаковать pbo вы точно не забыли? Я вообще даже попыток инициализации WAI не вижу.

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Не забыл.

Проблема решилась полной пересборкой серверной части, что было не так, я не понял, просто все удалил и собрал заново.

Вопрос закрыт, спасибо за участие.

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Приветствую!Подскажите пожалуйста почему я ставлю WEI или  DZAI 2.2.1.У меня сервер  вообще не прогружается,неидёт база данных.В файлах путь во такой "@DayZ_Epoch_Server\addons\dayz_server\z\addons\dayz_server"почему-то.Скачан с сайта EPOCH.

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что и где это за путь?

Где лог серверной части?

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Извиняюсь потерялся!Всё решил вопрос!Просто серверные файлы другие скачал,"с этого сайта" и всё норм!)

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RedLink как сделать чтоб на карте название миссии отображались на русском языке??

if(isServer) then {

    private         ["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"];

    // Get mission number, important we do this early
    _mission         = count wai_mission_data -1;

    _position        = [30] call find_position;
    [_mission,_position,"Hard","ARMY Base","MainBandit",true] call mission_init;
    
    {
        if ( (isPlayer _x) && (alive _x) ) then
            {[_x, "Ultima_Client_Procedure_Mission_Show_Map", [_position]] spawn Ultima_proc_Server_to_Client_Send;};
    } forEach playableUnits;
    
    diag_log         format["WAI: [Mission:[Bandit] ARMY Base]: Starting... %1",_position];

    //Setup the crate
    _crate_type     = crates_small call BIS_fnc_selectRandom;
    _crate             = createVehicle [_crate_type,[(_position select 0) + 1.2,(_position select 1),0], [], 0, "CAN_COLLIDE"];
    [_crate] call wai_crate_setup;

    //Medical Supply Camp
//Buildings
_baserunover0 = createVehicle ["WarfareBCamp",[(_position select 0) - 1, (_position select 1) - 12.4,-0.12],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Base_WarfareBBarrier10xTall",[(_position select 0) + 15, (_position select 1) - 16,-0.64],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["Base_WarfareBBarrier10xTall",[(_position select 0) - 15, (_position select 1) - 16,-0.64],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["Base_WarfareBBarrier10xTall", [(_position select 0) + 15, (_position select 1) + 16,-0.64],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["Base_WarfareBBarrier10xTall", [(_position select 0) - 15, (_position select 1) + 16,-0.64],[], 0, "CAN_COLLIDE"];
_baserunover5 = createVehicle ["MAP_posed", [(_position select 0) + 17, (_position select 1) + 11,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover6 = createVehicle ["MAP_posed",[(_position select 0) - 20, (_position select 1) + 11,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover7 = createVehicle ["MAP_fort_artillery_nest",[(_position select 0) - 1, (_position select 1) - 31,-0.56],[], 0, "CAN_COLLIDE"];
_baserunover8 = createVehicle ["MAP_Fortress_02",[(_position select 0) - 27, (_position select 1) - 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover9 = createVehicle ["MAP_Fortress_02", [(_position select 0) + 25, (_position select 1) - 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover10 = createVehicle ["MAP_fortified_nest_big", [(_position select 0) + 26, (_position select 1) + 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover11 = createVehicle ["MAP_fortified_nest_big", [(_position select 0) - 26, (_position select 1) + 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover12 = createVehicle ["MAP_Barbedwire",[(_position select 0) + 10, (_position select 1) - 20,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover13 = createVehicle ["MAP_Barbedwire",[(_position select 0) - 11, (_position select 1) - 20,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover14 = createVehicle ["MAP_Barbedwire",[(_position select 0) + 16, (_position select 1) - 20,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover15 = createVehicle ["MAP_Barbedwire",[(_position select 0) - 17, (_position select 1) - 20,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover16 = createVehicle ["WarfareBDepot",[(_position select 0) - 0.02, (_position select 1) + 20,-0.1],[], 0, "CAN_COLLIDE"];
_baserunover17 = createVehicle ["T72Wreck", [(_position select 0) + 29, (_position select 1) - 30,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover18 = createVehicle ["T72WreckTurret", [(_position select 0) + 20, (_position select 1) - 36,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover19 = createVehicle ["MAP_T34", [(_position select 0) + 2, (_position select 1) + 5,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover20 = createVehicle ["Land_Fort_Watchtower_EP1",[(_position select 0) + 26, (_position select 1) - 4,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover21 = createVehicle ["Land_Fort_Watchtower_EP1",[(_position select 0) - 28, (_position select 1) - 6,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover22 = createVehicle ["Land_transport_crates_EP1",[(_position select 0) - 18, (_position select 1) - 9,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover23 = createVehicle ["MAP_Barel4", [(_position select 0) - 16, (_position select 1) - 10,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover24 = createVehicle ["MAP_Barel1", [(_position select 0) - 16, (_position select 1) - 11,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover25 = createVehicle ["MAP_t_picea3f", [(_position select 0) - 8, (_position select 1) - 6,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover26 = createVehicle ["MAP_t_picea3f",[(_position select 0) + 16, (_position select 1) + 20,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover27 = createVehicle ["MAP_t_pinusS2f",[(_position select 0) + 14, (_position select 1) + 9,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover28 = createVehicle ["MAP_t_pinusS2f",[(_position select 0) - 3, (_position select 1) - 6,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover29 = createVehicle ["MAP_t_picea3f",[(_position select 0) + 10, (_position select 1) - 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover30 = createVehicle ["MAP_t_pinusN2s",[(_position select 0) + 14, (_position select 1) - 8,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover31 = createVehicle ["MAP_t_pinusN2s", [(_position select 0) + 12, (_position select 1) + 19,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover32 = createVehicle ["MAP_t_pinusN2s", [(_position select 0) - 21, (_position select 1) - 13,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover33 = createVehicle ["MAP_t_pinusS2f", [(_position select 0) - 34, (_position select 1) + 12,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover34 = createVehicle ["MAP_t_picea3f",[(_position select 0) - 13, (_position select 1) + 21,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover35 = createVehicle ["MAP_t_picea2s",[(_position select 0) - 17, (_position select 1) + 21,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover36 = createVehicle ["MAP_t_picea2s",[(_position select 0) + 13, (_position select 1) - 12,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover37 = createVehicle ["MAP_t_picea1s", [(_position select 0) + 30, (_position select 1) - 0.01,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover38 = createVehicle ["MAP_t_picea2s", [(_position select 0) - 47, (_position select 1) - 21,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover39 = createVehicle ["MAP_t_picea2s", [(_position select 0) + 34, (_position select 1) - 48,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover40 = createVehicle ["MAP_t_pinusN2s",[(_position select 0) + 31, (_position select 1) - 52,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover41 = createVehicle ["MAP_t_pinusS2f",[(_position select 0) + 12, (_position select 1) - 5,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover42 = createVehicle ["Land_Fire_barrel_burning",[(_position select 0) - 0.01, (_position select 1) - 0.01,-0.02],[], 0, "CAN_COLLIDE"];

    _baserunover     = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14,_baserunover15,_baserunover16,_baserunover17,_baserunover18,_baserunover19,_baserunover20,_baserunover21,_baserunover22,_baserunover23,_baserunover24,_baserunover25,_baserunover26,_baserunover27,_baserunover28,_baserunover29,_baserunover30,_baserunover31,_baserunover32,_baserunover33,_baserunover34,_baserunover35,_baserunover36,_baserunover37,_baserunover38,_baserunover39,_baserunover40,_baserunover41,_baserunover42];
    
    _directions = [0,0,0,0,0,0,0,-178.615,0.089,-89.16,-180.55,-179.808,0,0,0,0,-179.832,82.75,0,-71.49,-180.097,0.999,52.43,0,0,0,0,0,-99.19,0,0,-73.36,52.65,0,0,0,0,0,0,0,0,0,0];
    { _x setDir (_directions select _forEachIndex) } forEach _baserunover;
    
    { _x setVectorUp surfaceNormal position  _x; } count _baserunover;

    //Troops
    [[(_position select 0) - 12, (_position select 1) + 2, 0],4,"Hard",["Random","AT"],4,"Random","Hero","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 2, (_position select 1) + 2, 0],4,"Hard","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 14, (_position select 1) - 35, 0],4,"Hard","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;
    [[(_position select 0) + 13, (_position select 1) + 35, 0],4,"Hard","Random",4,"Random","Hero","Random","Hero",_mission] call spawn_group;

    //Humvee Patrol
    [[(_position select 0) - 22, (_position select 1) - 56, 0],[(_position select 0) + 22, (_position select 1) + 56, 0],50,2,"HMMWV_Armored","Hard","Hero","Hero",_mission] call vehicle_patrol;
    
    //Static Guns
    [[[(_position select 0) - 0.01, (_position select 1) + 41, 0]],"M2StaticMG","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
    [[[(_position select 0) + 0.1, (_position select 1) - 25, 0]],"M2StaticMG","Hard","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;

    
    //Condition
    _complete = [
        [_mission,_crate],                // mission number and crate
        ["crate"],                        // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
        [_baserunover],                 // cleanup objects
        "Военные создали сильно охраняемую базу",    // mission announcement
        "Уцелевшие получили базу военных",                                // mission success
        "Оставшиеся в живых не смогли очистить базу военных...миссия не удалось"                            // mission fail
    ] call mission_winorfail;

    if(_complete) then {
        [_crate,10,5,10,3,2] call dynamic_crate;
            };

    diag_log format["WAI: [Mission:[Bandit] ARMY Base]: Ended at %1",_position];

    b_missionsrunning = b_missionsrunning - 1;
};

 

Изменено пользователем TheFirstNoob (история изменений)

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Anton81 

[_mission,_position,"Hard","ARMY Base","MainBandit",true] call mission_init;

"ARMY Base" - название миссии.

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Ford спасибо, а где изменить Bandit на русский язык?

 

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Anton81 WAI\compile\mission_init.sqf

call {
    if(_type == "mainhero")		exitWith { _name = "[Bandits] " + _name; };
    if(_type == "mainbandit")	exitWith { _name = "[Heroes] " + _name; };
    if(_type == "special")		exitWith { _name = "[Special] " + _name; };
};

 

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      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
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В случае отключения эта возможность будет отключена для всех поумолчанию, вне зависимости от данных в конфиге! // ------------------------------------------------------------ // ---------------- NEXT CODE DON'T EDIT ----------------- // ------------------------------------------------------------ ref map<string, ref array<vector>> players_spawnpoints = new map<string, ref array<vector> >; ref map<string, ref array<int>> players_sets = new map<string, ref array<int> >; ref map<string, string> players_skins = new map<string, string>; private bool enabled_loaded_successfull_config = false; string Log_CustomSpawnPlayerConfig_GetDateTime() { private int year, month, day, hour, minute, second; GetYearMonthDay(year, month, day); GetHourMinuteSecond(hour, minute, second); string returned_message = "[" + day.ToStringLen(2) + "." + month.ToStringLen(2) + "." + year.ToStringLen(2) + " - " + hour.ToStringLen(2) + "." + minute.ToStringLen(2) + "." + second.ToStringLen(2) + "] "; return returned_message; } bool Check_coords_disable(vector coord) { private bool ret_zn = false; private float pos_x = coord[0]; private float pos_y = coord[1]; private float pos_z = coord[2]; if ((pos_x == 0.0) & (pos_y == 0.0) & (pos_z == 0.0)) { ret_zn = true; } return ret_zn; } vector Set_Read_coords_disable() { return Vector(0.0, 0.0, 0.0); } void CustomSpawnPlayerConfig() { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + "CustomSpawnPlayerConfig initialize start!"); Read_Update_Config(); } void ~CustomSpawnPlayerConfig() { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + "CustomSpawnPlayerConfig work end, class closed!"); } void Read_Update_Config() { private string name_block_work = "[ReadAndUpdateSettings] "; Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + " Started Reading config!"); private array<string> readed_lines_config = ReadFileConfig(); private bool check_normal_read = AnaliseFileConfig(readed_lines_config); if (check_normal_read) { LoadFileConfig(readed_lines_config); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "config readed successfull!"); enabled_loaded_successfull_config = true; } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "config read failed, work script disabled for players!"); enabled_loaded_successfull_config = false; } } array<string> ReadFileConfig() { private string name_block_work = "[ReadFileConfig] "; private array<string> readed_lines_config = new array<string>; readed_lines_config.Clear(); if (FileExist ( (Location_Directory_config + Location_filename_config) ) ) { private string line_content; FileHandle file = OpenFile((Location_Directory_config + Location_filename_config), FileMode.READ); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Open file config: " + (Location_Directory_config + Location_filename_config)); if (file != 0) { while ( FGets( file, line_content ) > 0 ) { readed_lines_config.Insert( line_content); } CloseFile(file); } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! CAN'T OPEN FILE CONFIG : " + (Location_Directory_config + Location_filename_config)); } //readed_lines_config.Debug(); } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! CAN'T FOUND FILE CONFIG OR DIRECTORY: " + (Location_Directory_config + Location_filename_config)); } return readed_lines_config; } bool AnaliseFileConfig(array<string> readed_lines_config) { private bool return_zn = true; private string name_block_work = "[AnaliseFileConfig] "; if (readed_lines_config.Count() > 0) { foreach (string line : readed_lines_config) { if (line.Contains(block_split_parameters_config)) { private array<string> splited_line = new array<string>; line.Split( block_split_parameters_config, splited_line ); if (splited_line.Count() == 4) { private string UID_player = splited_line.Get(0); private string default_skin_player = splited_line.Get(1); private string sets_numbers_player = splited_line.Get(2); private string points_spawn_player = splited_line.Get(3); if ((UID_player == "") || (default_skin_player == "") || (sets_numbers_player == "") || (points_spawn_player == "")) { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! Lines in Readed file is not correct, please, fix your config script!"); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Line checking: " + line); return_zn = false; break; } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! Readed file is have incorrect count parameters with a tag '" + block_split_parameters_config + "', please, fix your config script!"); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Line checking: " + line); return_zn = false; break; } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! Readed file can't have a tag '" + block_split_parameters_config + "', please, fix your config script!"); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Line checking: " + line); return_zn = false; break; } } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "ERROR!!! Config file is empty, fix your config script!"); return_zn = false; } return return_zn; } void LoadFileConfig(array<string> readed_lines_config) { private string name_block_work = "[LoadFileConfig] "; players_spawnpoints.Clear(); players_sets.Clear(); players_skins.Clear(); foreach (string line : readed_lines_config) { private array<string> splited_line = new array<string>; splited_line.Clear(); line.Split( block_split_parameters_config, splited_line ); private string UID_player = splited_line.Get(0); private string default_skin_player = splited_line.Get(1); private string sets_numbers_player = splited_line.Get(2); private string points_spawn_player = splited_line.Get(3); private array<vector> temp_players_spawnpoints = new array<vector>; temp_players_spawnpoints.Clear(); array<int> temp_players_sets = new array<int>; temp_players_sets.Clear(); array<string> temp_players_spawnpoints_string = new array<string>; temp_players_spawnpoints_string.Clear(); array<string> temp_players_sets_string = new array<string>; temp_players_sets_string.Clear(); if (points_spawn_player.Contains(block_split_multi_parameters_config)) { points_spawn_player.Split( block_split_multi_parameters_config, temp_players_spawnpoints_string ); } else { temp_players_spawnpoints_string.Insert(points_spawn_player); } foreach (string line_spawnpoint : temp_players_spawnpoints_string) { if (line_spawnpoint == disable_read_parameter) { temp_players_spawnpoints.Insert(Set_Read_coords_disable()); } else { temp_players_spawnpoints.Insert(line_spawnpoint.ToVector()); } } Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Generated massive for " + UID_player + " with " + temp_players_spawnpoints.Count().ToString() + " spawnpoints."); if (sets_numbers_player.Contains(block_split_multi_parameters_config)) { sets_numbers_player.Split( block_split_multi_parameters_config, temp_players_sets_string ); } else { temp_players_sets_string.Insert(sets_numbers_player); } foreach (string line_set : temp_players_sets_string) { if (line_set == disable_read_parameter) { temp_players_sets.Insert(0); } else { temp_players_sets.Insert(line_set.ToInt()); } } if (default_skin_player == disable_read_parameter) { default_skin_player = "0"; } Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Generated massive for " + UID_player + " with " + temp_players_sets.Count().ToString() + " sets."); Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Detected for " + UID_player + " skin " + default_skin_player); players_spawnpoints.Insert(UID_player,temp_players_spawnpoints); players_sets.Insert(UID_player,temp_players_sets); players_skins.Insert(UID_player,default_skin_player); } } vector Load_And_Check_Spawnpoints(PlayerIdentity identity, vector pos_default) { private string name_block_work = "[Load_And_Check_Spawnpoints] "; private vector retun_pos = pos_default; if(identity) { private string Name_P = identity.GetName(); private string UID_P = identity.GetPlainId(); private string Game_UID_P = identity.GetId(); private string Game_ID_P = identity.GetPlayerId().ToString(); if (enabled_loading_custom_spawnpoints) { if ((players_spawnpoints.Count() > 0) && (enabled_loaded_successfull_config)) { if (players_spawnpoints.Contains(UID_P)) { private array<vector> readed_lines_config = new array<vector>; readed_lines_config = players_spawnpoints.Get(UID_P); private vector retun_pos_check = readed_lines_config.GetRandomElement(); if (Check_coords_disable(retun_pos_check)) { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") disabled loading private spawn point. 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Player: " + Name_P + "(steam64id=" + UID_P + ")"); } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "disabled loading personal skin player settings from config file script!"); } } Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") will be used skin: " + retun_skin); return retun_skin; } void Load_And_Check_StartLoadout(PlayerBase player) { private string name_block_work = "[SelectStartSetPlayer] "; private int use_set_id = -1; private PlayerIdentity identity = player.GetIdentity(); if(identity) { private string Name_P = identity.GetName(); private string UID_P = identity.GetPlainId(); private string Game_UID_P = identity.GetId(); private string Game_ID_P = identity.GetPlayerId().ToString(); if (enabled_loading_custom_sets) { if ((players_sets.Count() > 0) && (enabled_loaded_successfull_config)) { if (players_sets.Contains(UID_P)) { private array<int> readed_lines_config = new array<int>; readed_lines_config.Clear(); readed_lines_config = players_sets.Get(UID_P); private int chek_use_set_id = readed_lines_config.GetRandomElement(); if (chek_use_set_id == 0) { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") disabled loading private set numbers. Will be used default set player! "); } else { use_set_id = chek_use_set_id; Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") setuped private set number is: " + use_set_id.ToString()); } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Can't founded private sets for player " + Name_P + "(steam64id=" + UID_P + ")"); } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "Config script is incorrect, checking private sets is disabled! Player: " + Name_P + "(steam64id=" + UID_P + ")"); } } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "disabled loading personal loadout sets player settings from config file script! Will be used default loadout!"); } if (use_set_id >= 0) { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") will be used spawn set with number is: " + use_set_id.ToString()); } else { Print(Log_CustomSpawnPlayerConfig_GetDateTime() + default_log_block_name + name_block_work + "For player " + Name_P + "(steam64id=" + UID_P + ") will be used spawn default start set without number. "); } StartSetsPlayers.StartSetsPlayer(player, use_set_id); } } private array<EntityAI> GetItemListinobject(PlayerBase player,EntityAI item, bool check_player) { array<EntityAI> EntityAI_list_items = new array<EntityAI>; EntityAI_list_items.Clear(); int attIdx = 0; int attCount = 0; EntityAI item_in_object; if ((player) && (check_player)) { attCount = player.GetInventory().AttachmentCount(); for (attIdx = 0; attIdx < attCount; attIdx++) { item_in_object = player.GetInventory().GetAttachmentFromIndex(attIdx); if ( item_in_object.IsItemBase() ) { EntityAI_list_items.Insert(item_in_object); } } } if ((item) && !check_player) { attCount = item.GetInventory().AttachmentCount(); for (attIdx = 0; attIdx < attCount; attIdx++) { item_in_object = item.GetInventory().GetAttachmentFromIndex(attIdx); if ( item_in_object.IsItemBase() ) { EntityAI_list_items.Insert(item_in_object); } } } return EntityAI_list_items; } void RemoveAllItems (PlayerBase player) { private array<EntityAI> ItemListPlayer = new array<EntityAI>; private array<EntityAI> ItemsForDelete = new array<EntityAI>; private EntityAI itemInHands_player = player.GetHumanInventory().GetEntityInHands(); if (itemInHands_player != NULL) { if (player.CanDropEntity(itemInHands_player) && player.GetHumanInventory().CanRemoveEntityInHands()) { // Print("ItemForDelete: " + itemInHands_player.ToString()); ItemsForDelete.Insert(itemInHands_player); } } ItemListPlayer = GetItemListinobject(player,NULL,true); if (ItemListPlayer.Count() > 0) { foreach(EntityAI ItemPlayer: ItemListPlayer) { private array<EntityAI> ItemInItemInInventory = GetItemListinobject(NULL,ItemPlayer,false); private CargoBase cargo = ItemPlayer.GetInventory().GetCargo(); if(cargo) { if (cargo.GetItemCount() > 0) { for (int f = 0; f < cargo.GetItemCount(); f++) { if(cargo.GetItem(f)) { ItemsForDelete.Insert(cargo.GetItem(f)); } } } } if (ItemInItemInInventory.Count() > 0) { foreach(EntityAI items_temp: ItemInItemInInventory) { if(items_temp) { ItemsForDelete.Insert(items_temp); } } } if(ItemPlayer) { ItemsForDelete.Insert(ItemPlayer); } } } if (ItemsForDelete.Count() > 0) { foreach(EntityAI item_temp: ItemsForDelete) { if(item_temp) { GetGame().ObjectDelete(item_temp); } } } } }; Sets.c
      class StartSetsPlayersConfig { void StartSetsPlayer(PlayerBase player,int use_set_id) { EntityAI itemCreated = NULL; EntityAI itemCreated1 = NULL; ItemBase itemCasted = NULL; switch( use_set_id ) //Раздаем лут (можно использовать значения от 1 и выше, только не 0 и не -1) { case 1: //Set with number 1 (Сет с номером 1) { My_Custom_Spawn_Parameters.RemoveAllItems(player); // Чтобы удалить с персонажа уже имеющиеся стандартные стартовые шмотки раскомментировать строку itemCreated = player.GetInventory().CreateInInventory("CoyoteBag_Green"); // Выдаем рюкзак и записываем в переменную itemCreated if (itemCreated) // Проверяем, создался ли рюкзак. Если он создался, переменная itemCreated будет не пуста и проверка пройдет { SetRandomHealthItem(itemCreated); // Выдаем рюкзаку рандомное качество itemCreated1 = itemCreated.GetInventory().CreateInInventory("Apple"); // Добавляем в инвентарь созданного рюкзака яблоко и записываем в переменную itemCreated1 if (itemCreated1) // Проверяем, создалось ли яблоко в рюкзаке, яблоко у нас с переменной itemCreated1 { SetRandomHealthItem(itemCreated1); // Выдаем яблоку рандомное качество } itemCreated1 = NULL; // Обнуляем значение переменной после работы с ней, чтобы следующая проверка прошла корректно itemCreated1 = itemCreated.GetInventory().CreateInInventory("Rag"); // Выдаем игроку бинты в рюкзак и записываем в переменную itemCreated1 if (itemCreated1) // Проверяем, создались ли бинты в рюкзаке, они у нас с переменной itemCreated1 { itemCasted = ItemBase.Cast(itemCreated1); // Выполняем преобразование в другой класс для работы с нужной нам функцией, поскольку в классе EntityAI нет нужной нам функции SetQuantity, а в подклассе ItemBase она есть. Предмет при этом так и остается один и тот же! itemCasted.SetQuantity(4); // Определяем количество для созданных бинтов как 4 штуки SetRandomHealthItem(itemCreated); // Выдаем бинтам рандомное качество, функция работает с классом EntityAI (см. в конфе файла) } } // переменную itemCreated не обнуляем далее, поскольку мы ее не используем в проверке ниже. itemCreated = player.GetInventory().CreateInInventory("TTSKOPants"); // Выдаем игроку штаны itemCreated = player.GetInventory().CreateInInventory("TTsKOJacket_Camo"); // Выдаем игроку куртку itemCreated = player.GetInventory().CreateInInventory("CombatBoots_Black"); // Выдаем игроку обувь //itemCasted = ItemBase.Cast(itemCreated); // Строка не нужна, закоментирована. используется для изменения класса EntityAI в ItemBase (чтобы нужные операции были доступны) itemCreated = player.GetInventory().CreateInInventory("CombatKnife"); // Выдаем игроку ножик в любой свободный слот в инвентаре itemCreated = player.GetInventory().CreateInInventory("FNX45"); // Выдаем игроку FNX в любой свободный слот в инвентаре itemCreated = player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd"); // Выдаем игроку магазины к FNX в любой свободный слот в инвентаре itemCreated = player.GetInventory().CreateInInventory("Mag_FNX45_15Rnd"); // Выдаем игроку магазины к FNX в любой свободный слот в инвентаре itemCreated = player.GetInventory().CreateInInventory("Mag_AKM_30Rnd"); // Выдаем игроку магазины к AKM в любой свободный слот в инвентаре itemCreated = player.GetInventory().CreateInInventory("Mag_AKM_30Rnd"); // Выдаем игроку магазины к AKM в любой свободный слот в инвентаре itemCreated = NULL; // Обнуляем значение переменной после работы с ней, нужно если мы будем использовать ее далее itemCreated = player.GetHumanInventory().CreateInHands("akm"); // Выдаем игроку AKM в руки if (itemCreated) // Проверяем, создался ли АКМ { itemCreated.GetInventory().CreateAttachment( "PSO11Optic" ); // Выдаем игроку на AKM оптику ПСО 11 и крепим itemCreated.GetInventory().CreateAttachment( "AK_WoodBttstck" ); // Выдаем игроку на AKM цевье, приклад и глушитель, и крепим itemCreated.GetInventory().CreateAttachment( "AK_WoodHndgrd" ); // Выдаем игроку на AKM цевье, приклад и глушитель, и крепим itemCreated.GetInventory().CreateAttachment( "AK_Suppressor" ); // Выдаем игроку на AKM цевье, приклад и глушитель, и крепим } break; } case 2: //Set with number 2 (Сет с номером 2) { break; } case 3: //Set with number 3 (Сет с номером 3) { break; } case 4: //Set with number 4 (Сет с номером 4) { break; } case 5: //Set with number 5 (Сет с номером 5) { break; } case 6: //Set with number 6 (Сет с номером 6) { break; } default: //Default starting spawn set (Сет поумолчанию для всех игроков, если хотите назначить - добавляйте здесь!) { //My_Custom_Spawn_Parameters.RemoveAllItems(player); // Чтобы удалить с персонажа уже имеющиеся стандартные стартовые шмотки раскомментировать строку DefaultSets(player); // Для выдачи своих сетов по рандому всем игрокам, не прописанным в скрипте, раскомментировать эту строку break; } } } void SetRandomHealthItem(EntityAI itemCreated) // Функция генерирует и применяет для предмета рандомное значение здоровья! { if ( itemCreated ) { private int rndHlt = Math.RandomInt(55,6); itemCreated.SetHealth("","",rndHlt); } } void DefaultSets(PlayerBase player) // Функция выдает сеты игрокам, не прописанным в конфигурации скрипта!!! { EntityAI itemCreated = NULL; EntityAI itemCreated1 = NULL; ItemBase itemCasted = NULL; // ниже пример, если вам нужно задать свои точки спавна для всех игроков. Этот код можно также использовать и для каждого сета индивидуально! // Код закомментирован, если это надо - раскомментируйте! // начало кода точек спавна игрока /* private array <vector> spawnpoints = {"7500 0 7500", "7500 0 7500","7500 0 7500", "7500 0 7500"}; private vector selected_spawnpoint = spawnpoints.GetRandomElement(); player.SetPosition(selected_spawnpoint); */ // конец кода точек спавна игрока private int random_set_number = Math.RandomIntInclusive(1,6); // генерируем рандом номер сета от 1 до 6 включительно (по значениям блоков case ниже) switch( random_set_number ) //Раздаем лут (можно использовать значения от 1 и выше, только не 0 и не -1) { case 1: //Set with number 1 (Сет с номером 1) { break; } case 2: //Set with number 2 (Сет с номером 2) { break; } case 3: //Set with number 3 (Сет с номером 3) { break; } case 4: //Set with number 4 (Сет с номером 4) { break; } case 5: //Set with number 5 (Сет с номером 5) { break; } case 6: //Set with number 6 (Сет с номером 6) { break; } default: //Default starting spawn set (Сет поумолчанию для всех игроков, в случае если ни один из сетов выше не выпал. { //My_Custom_Spawn_Parameters.RemoveAllItems(player); // Чтобы удалить с персонажа уже имеющиеся стандартные стартовые шмотки раскомментировать строку break; } } } } init_mod.c
      #include "$CurrentDir:mpmissions\dayzOffline.chernarusplus\CustomSpawnPlayerConfig\Script.c" #include "$CurrentDir:mpmissions\dayzOffline.chernarusplus\CustomSpawnPlayerConfig\Sets.c" ref CustomSpawnPlayerConfig My_Custom_Spawn_Parameters = new CustomSpawnPlayerConfig(); ref StartSetsPlayersConfig StartSetsPlayers = new StartSetsPlayersConfig(); modded class CustomMission { override void OnInit () { super.OnInit(); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(My_Custom_Spawn_Parameters.Read_Update_Config, 120000, true); // Обновление настроек скрипта кастомных спавнов, 1 минута = 60000 } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { pos = My_Custom_Spawn_Parameters.Load_And_Check_Spawnpoints(identity, pos); characterName = My_Custom_Spawn_Parameters.Load_And_Check_SpawnSkin_Player(identity, characterName); super.CreateCharacter(identity, pos, ctx, characterName); return m_player; } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { super.StartingEquipSetup(player, clothesChosen); My_Custom_Spawn_Parameters.Load_And_Check_StartLoadout(player); } }  

       
      2. В файле:
      {папка с вашим сервером}\mpmissions\dayzOffline.chernarusplus\init.c в самом верху файла добавить:
      #include "$CurrentDir:mpmissions\dayzOffline.chernarusplus\CustomSpawnPlayerConfig\init_mod.c" Чтобы получилось примерно так

       
      3. В папке, обозначенной параметром запуска сервера '-profile=', поместить файл с именем CustomSpawnPlayerConfig.txt
      и заполнить его данными по следующему формату:
      UID|Skin_player|sets_numbers|points_spawns где UID - это steam64id от профиля игрока в steam
      Skin_player - точный id скина игрока (можно указать 0 для отключения опции)
      sets_numbers - номер сета со стартовым лутом (можно указать несколько через ';', указать один всего, либо указать 0 для отключения опции)
      points_spawns - координаты спавна игрока на карте в формате 'x y z' (можно указать несколько через ';', указать всего одну точку, либо указать 0 для отключения опции)
      Пример:
      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
      76561198141889254|SurvivorM_Oliver|1|12955.091797 16.115206 7993.588379 76561198141889256|SurvivorM_Oliver|1;2|14791.965820 76.481781 14041.661133;12029.079102 196.356125 7274.689941 76561198141889253|SurvivorM_Oliver|0|0  
      4. В файле Sets.c в папке:
      {папка с вашим сервером}\mpmissions\dayzOffline.chernarusplus\CustomSpawnPlayerConfig\ настроить стартовый лут для ваших игроков и написать собственные сеты
      ВАЖНО: количество сетов можно делать любое, номера сетов брать от 1 и выше (не должно быть -1, либо 0, только от 1 и выше)
      Все что укажете в блоке default будет применено для всех игроков при респавне в случае, если им не выдан никакой сет!
      Поумолчанию в функции default вызывается функция DefaultSets, позволяющая рандомно выбирать любой из сетов для игроков, которым сет не задан в конфигурации скрипта. Принцип составления сетов такой же, как и выше. Если будете пользоваться этим, обратите вниманием на строку:
      private int random_set_number = Math.RandomIntInclusive(1,6); Эта функция генерирует число от 1 до 6 включительно. Соответственно если сетов будет больше 6, то число надо корректировать и тут тоже!
       
      P.S. Прикрепить к соспавненному оружию магазин не получится, рабочего кода я не смог найти!!
       
      Если у вас папка активной миссии сервера отличается от dayzOffline.chernarusplus то переименуйте ее в строке, вписываемой в:
              {папка с вашим сервером}\mpmissions\dayzOffline.chernarusplus\init.c
              {папка с вашим сервером}\mpmissions\dayzOffline.chernarusplus\CustomSpawnPlayerConfig\init_mod.c
       
      Благодарности: Товарищу Mizev за его первоначальные гайды в группе VK при появлении в сети серверной части игры
       
       
    • Автор: Anton81
      ...
    • Автор: vitacite
      Квест на аномалии. Участники - любые игроки. 3 НПС, 3 Анимированных аномалии (пока без дамага), 3 квестовых предмета - детектор аномалий, карта сокровищь и журнал с девчонками 🙂
      Выглядит это так...
       

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
       
       
      Мануаль по установке тут....
      Обновление от 19.01.2016
      https://github.com/olkeakavitacite/EQP_Anomaly/
      Так же находится описание, как и чего делать.
       
    • Автор: 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
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