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Бесконечно спамит в консоль Mission ChernarusRedux read from directory

Помогите пожалуйста хотел создать сервер да бы поиграть с друзьями поугарать и т.д всё сделал по гайду

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

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Логи  сервера карл, Видишь логи, нет, а они есть. Без логов, невозможно узнать что пошло не в ту сторону

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19 минут назад, cjanton сказал:

Логи  сервера карл, Видишь логи, нет, а они есть. Без логов, невозможно узнать что пошло не в ту сторону

Да тут и логов не надо. БД не запущена, или не правильный конфиг.

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1 час назад, NoNameUltima сказал:

Да тут и логов не надо. БД не запущена, или не правильный конфиг.

БД запущена, конфиг правильный !

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2 часа назад, NoNameUltima сказал:

Да тут и логов не надо. БД не запущена, или не правильный конфиг.

Вот RPTшчка : https://yadi.sk/d/Rjmiq5IX3YYipf

Тут скинуть не смог потому что вес больше чем 0,68 мб

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2 часа назад, cjanton сказал:

Логи  сервера карл, Видишь логи, нет, а они есть. Без логов, невозможно узнать что пошло не в ту сторону

Вот RPTшчка : https://yadi.sk/d/Rjmiq5IX3YYipf

Тут скинуть не смог потому что вес больше чем 0,68 мб

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It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list. DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired. // Snap Build and Build Vectors DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce. DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters. DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"]; DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu. DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above. DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees. DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots). DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building. // Door Management DZE_doorManagement = true; // Enable Door Management by @DevZupa. DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend. DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it. DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors. DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code. // Group System dayz_groupSystem = false; // Enable group system dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites. /* Developers: This file's purpose is to slim down init.sqf to only the map specific and most frequently changed variables. It cuts down on the amount of if(isNil)then{}; statements in variables.sqf and makes the mission smaller. Variables that are map specific or frequently changed should be included in init.sqf by default with a corresponding if(isNil)then{}; in variables.sqf. */ // See the above file for a full list including descriptions and default values // Uncomment the lines below to change the default loadout //DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; //DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; //DefaultBackpack = "DZ_Patrol_Pack_EP1"; //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones DZE_BuildOnRoads = false; // Allow building on roads DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly. DZE_slowZombies = false; // Force zombies to always walk DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects. DZE_GodModeBase = false; // Make player built base objects indestructible DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases. DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius DZE_SelfTransfuse = true; // Allow players to bloodbag themselves DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds] MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map spawnArea = 1400; // Distance around markers to find a safe spawn position spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; // EPOCH CONFIG VARIABLES END // #define CCPFLN call compile preprocessFileLineNumbers #define PLS progressLoadingScreen #define VM execVM _compile = "custom\compile\"; _server = "\z\addons\dayz_server\"; _scripts = "custom\scripts\";  
    • By Vadlmok
      Добрый день дорогие форумчане.
      При запуске готовой сборки выдаётся ошибка в консоли.

       
      Вот строки на которые указывает консоль:
      class Item2815 { dataType="Group"; side="Independent"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={8443.9551,103.04526,25156.004}; angles[]={0,3.8039799,0}; }; side="Independent"; flags=7; class Attributes { skill=1; name="medic_16"; isPlayable=1; }; id=3773; type="RyanZombiePlayer1"; class CustomAttributes { class Attribute0 { property="face"; expression="_this setface _value;"; class Value { class data { class type { type[]= { "STRING" }; }; value=""; }; }; }; class Attribute1 { property="pitch"; expression="_this setpitch _value;"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=1.04; }; }; }; nAttributes=2; }; }; }; class Attributes { }; id=3772; }; Помогите пожалуйста, действительно интересно стало)
      Заранее спасибо
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