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Found 41868 results

  1. bobotype3334

    Stop DayZ from turning into a Twitch shooter

    Stamina would be great, we just need basic vehicles first. I just want the devs to add a car already, just one, even if it's buggy and glitchy as hell, and then we can implement some basic stamina. Stamina could be affected by the amount you're carrying, how hungry/thirsty/injured you are, how cold you are, and whether you've taken any kind of medication or caffeine/alcohol, all altering your stamina meter [unseen, but able to be judged by beginning to stagger in first person and breath becoming ragged]. Also riding a bike could use up stamina, although using up less than running the same distance. I don't think zombies should require stamina though, they should just run until they drop.
  2. Cartoonrboy

    What are Map Markers for?

    Great answer. Thanks for taking the time to put that down. I'd like to differentiate the discussion and focus specifically on mission map markers. These are added by the server administrators specifically, or they are part of an Ai package (but can be switched off). Regarding a baseline of difficulty; it's odd to necessitate such a premise particularly in a combat simulation, where it's possible to die through inaction as well as engaging the enemy. If you want to play easy; there's an entire industry providing instant PvP gaming. But DayZ/Epoch is an emergent open environment that demands a baseline of ability. I understand their function; that I'm not disputing. But I feel strongly that they ruin an essential part of playing the game in its setting, an element of discovery is more interesting and resides in our very nature. Currently, mission markers act as focal points for PvP/PvE. I've killed whilst mission camping because I knew it would serve to attract players within my scope, particularly because it's content had been broadcast to everyone. Experienced players may know to be wary of these lures or may even make them an opportunity in the same manner. In that respect they actually make the game harder for new/less savvy players whom may not have considered that. I've also seen dummy markers; missions spawn several signs where only one actually contains the mission, sending players on a hopeless search. That is counter-intuitive to the function and wastes valuable time and resources. In my error I concluded Epoch as an extension of DayZ. But there are subtle differences between each, which actually make vast differences in play-style and intent. Epoch is Arma II with zombies, not DayZ with build-ables, and it is apparent there is a bitter rift between Epoch and DayZ players which extends to discontent on either side. It's extraordinary that such different games emerge within the same code base. But I find it surprising that DayZ server administrators have not taken advantage of the versatility of Epoch to produce a DayZ style game, carefully extending the feature-set to provide enhancements, rather than changing it so much it attracts a different type of player entirely. Perhaps the actual problem is where missions spawn. Instead of idly allowing the code decide their locale; usually within a field somewhere far from the beaten path, tailor them to spawn in context with their content. To list some examples: Disabled helicopter mission. It spawns upon the airfield. The airfield is already a focal point due to it's high grade loot. Broken down Ural mission. It spawns at one of the working repair centres. These are already focal points due to their nature. Building supplies mission. It spawns within an industrial site. This is already a focal point due to its loot content. And it's entirely possible to refresh the locations randomly (within context) rather than relying on one location for each event. When approaching any developed area it is rudimentary to scope the environment to check for zombies/players/vehicles etc. At a glance it's clear to see whether a mission is there and a decision is made whether it's worth tackling. Buildings and fences provide cover for both parties and dilute the sniping of entire missions. It's more exhilarating and interesting than shooting 10 Ai stood in a field running to and fro. In addition, removing the completed mission statements force players to maintain their vigilance, as they should. So I'll need to revise this question: If missions spawned in key loot areas, would we need mission map markers anymore?
  3. Epoch has map markers. I understand their intention, but I do not condone their use. They diminish much of the mystery and intrigue a server has by supplying intel informing the nature and location of loot/vehicles/Ai. Markers encourage the mundane and dilute any desire of traversing the environment for reasons of exploration. It is preferable for such a large and open world space to explore, and discover specific events/missions dynamically. My missions spawn in key locations such as high loot areas, army bases, towns, airfields etc. The missions are held in context with their location and are often discovered whilst players search these locations systematically. In addition I have wrecked vehicle missions spawning with plumes of smoke telling of the location of said event, one only has to look to the horizon. The same is true of helicopter crash sites and supply drops. Although an obvious sign, the smoke/fire provides almost no further details, encouraging investigation. This is an apocalypse therefore there is no intel. Rely instead on visual cues and intuition to refresh ones status, instead of discouraging independent thought or actions.
  4. St. Jimmy

    1st person only for copters and cars

    If 3rd person is allowed then it should be allowed also in vehicles. There's 1st person only servers for this.
  5. xalienax

    1st person only for copters and cars

    poll is biased. I think Hardcore/ 1PP only servers that should apply vehicles and people on foot equally. if a guy on foot can used 3pp on a 3rd person enabeled server to peek a wall and see my car's exact position, i too should be able to use 3pp to look around and see anyone potentially trying to ambush me.
  6. Geckofrog7

    1st person only for copters and cars

    I say just make it like ArmA on the normal 3rd person servers. Why subject only vehicles to this anyways?
  7. gibonez

    1st person only for copters and cars

    Vehicles would be the biggest thing that benefit from A mod such as the forth wall mod. Have tents and vehicles hidden in the woods no problem since they would not render for helicopters since the tree canopies should obscure it all.
  8. -The Community- Mod: DayZ OverPoch (1.0.5.1/125548) IP Address: 69.162.122.162 Port: 9102 Launch Parameters: -mod=@DayzOverwatch;@DayZ_Epoch; Status: Online Map: Chernarus Server Hosted in Dallas, Texas by GTXGaming Team Speak : mtl001.gavs.co:9160 Web Site : http://dayzthecommunity.webs.com/ -The Community- is new, but strong. As veteran players, -The Community- knows how a server should be run and we will do just that. We are offering a highly qualified team of administrators and features that would make every DayZ player happy. If you are looking for a server with high FPS, no lag, small server files and fast download, this is it! -The Community- guarantees a fair and enjoyable server for all to play on. There is no abuse of any type coming from the administrators in charge. Administrators: Alan Canned Whole Chicken Seraphim SilverrMann *Owner* SnoopHill Features: Custom Map We have made many edits/additions to the Chernarus Map which include: Balota, Berezino, Cherno, Elektro, Kamenka, NEAF, NWAF, Solnichniy Factory and a town Canned Whole Chicken made called Bobozorsky located in between Chero and Elektro. 3 Hours of Day and 3 Hours of Night The server restarts every six hours. There are 3 hours of day, 1 hour of twilight and 1 hour of darkness. Single Currency We are using a single currency system created by Zupa. Gem Trader Take your ores/gems to one of the three trader cities to sell them. 2 AI Mission Systems We run the Wicked AI and DZMS Mission Systems. These missions include high valued vehicles, weapon caches and missions edited by Alan. AI Bandit City Located at Pobeda Dam, this is the only place you can find an RPG on the server. But be warned, nearly 100 air and ground AI units patrol this city. AI Patrols Six groups of AI in UAZs patrol the map at any given time. Take Clothes Scroll over any dead body and select "Take Clothes" highlighted in blue. If the option is not there, someone beat you to it. Quests Four quests/hunts that spawn in at any given time that include: Yellow - Treasure Green - Building Supplies Red - Military Loot Blue - Life Saving Supplies Animated Crashes Helicopters that crash and spawn high valued loot around the wreckage. 400+ Vehicles There are 400 or more vehicles that can be found on the map at any given time. Service Points Go to any gas station/fuel pump on the map to refuel, repair or rearm. Refueling is free whereas repair and rearm costs physical gold, not Zupa Coins. Tow and Lift Tow and lift your vehicles by scrolling and select "Tow" or "Lift." If given no option, then that vehicle cannot tow/lift or cannot be towed/lifted. Deployable Vehicles Right click your toolbox to deploy a bicycle, motorbike or Mozzie. Junk Yard Located at Pulkovo, you can scroll next to a wreckage and select "Remove" to get vehicle parts. Remote Key for Vehicles In your inventory, right click your key to lock, unlock and even turn on the engine of your vehicle. This works within 50 meters of the vehicle. Armored SUV and MV22 Animations You are able to open/close the gunner hatch of the Armored SUV, open/close the ramp and even fold/unfold the propellers of the MV22. This can be done by sitting in the driver's seat of one of these vehicles. Plot Poles: Plot Poles are required for building. The radius of the plot pole is 30 meters. Snapbuilding Scroll and select "Snap: On/Off" for your building materials to snap together evenly. One Step Building Building will no longer take ages by reducing the number of steps it takes to place an object. 30 Day Base Maintenance Anything you build starts a 30 day timer. If not maintained every 30 days, your base will start to decay. You can maintain the area by scrolling over the plot pole for your base and select "Maintain Area." If you have more than one plot pole that makes up your base, you must do this for all of them. Change Combination Codes By scrolling over anything that is locked with a combination code and select "Set New Code", you have the option to change the code to your liking. You can also do helpful things with this as well. For example, you can set all the door codes in your base to the same code so you do not have to enter a different code each time you want to open a different door. Untouched Safes Unlock After 14 Days If a safe is not touched in a 14 day period, the safe's code will become "0000" so anyone is free to enter that code and view the contents. No Weight Limit You can carry as much weight as you want on your person at any given time without passing out. Safe Areas All Trader Areas and Banking Areas enable god mode and disable your guns when you enter the area. However, safe zones are disabled at the Wholesalers Boat Dealers and ATMs. Self BB With a blood bag in your inventory, you can scroll and select "Self Bloodbag" to give yourself a blood transfusion. Suicide with Pistol Right click your pistol in your inventory and select "Commit Suicide" to... well... kill yourself. This only works with the starting pistol which is a Ruger. Rules: *All rules that are broken can lead to a perma ban* NO False Accusations Ex: Saying someone did something illegal to get them in trouble NO Voice in SideChat NO Base Kamikaze NO Building/Sealing of High Loot Areas Ex: Fire Stations, Hangers, Barracks NO Building within 500 Meters of a Trader/Safe Zone NO Ramming of Vehicles in a Safe Zone NO Shooting at someone entering/leaving a Safe Zone NO Stealing in a Safe Zone NO Camping a Safe Zone DO NOT Leave your Locked Vehicle in a Safe Zone or it will be deleted NO Glitching/Exploiting NO Combat Logging AI City MUST be Entered and Completed on Foot! Cursing in chat is allowed, but DO NOT use racist slurs! Respect the Admins and your Fellow Players! Admins decisions are Final!
  9. AP_Norris

    1st person only for copters and cars

    I think if you can just use third person it takes out a good factor for vehicles which is visibility. High up with lots of glass would be good for driving but make you an easier target. However if you can just go third person, having a shattered windscreen means nothing, you could stick armour everywhere and still see fine by just switching to third person. I want to see third person removed from the game altogether, but I think everybody is hooked on a feeling, the feeling of third person, whether they use it as a combat aid or just to look at their character people have grown attached. Not having third person will definitely cause an uproar.
  10. B4GEL

    1st person only for copters and cars

    What if the only ui for vehicles was the animated dials on the dashboard inside the cab/cockpit, so you had to be in first person to see fuel, speed, etc? I think this might make people spend more time in 1st person in vehicles but as others have said if you want forced first person play hardcore, its better anyway.
  11. Evil Minion

    1st person only for copters and cars

    No need to remove third person when peeking gets fixed. For vehicles it could either stay a "player third person" mode (camera above the drivers head or shoulder) or simply work the same way as a potential peeking fix. All thats left is vehicles being a lttle easier to use in third person (first person should get mirrors) while other players etc. only show up when you could see them in first person as well avoiding major gameplay impact.
  12. gibonez

    1st person only for copters and cars

    Either this it preferably no helicopters only land vehicles
  13. FrostyKush

    1st person only for copters and cars

    This will definitely be doable with modding support. It may be better to leave it to that as many people are heavily against first person (personally I only play first person) and play third person only. This was easily doable with a simple script in the arma 2 version of dayz that forced first person when someone entered a vehicle. You could even configure it to also do the same thing while in combat, or only for specific vehicles.
  14. bobotype3334

    Cannibals Recognition Suggestion

    Don't bloody do this. Public Service Announcement for those like you who think unimplemented features mean the game doesn't value realism: super stamina is a placeholder for an actual stamina mechanic and the current lack of vehicles. Not a lack of value for realism on the devs' behalf. Not that I like plebbit, but this search took me seconds. http://www.reddit.com/r/dayz/comments/2c0ty2/suggestion_stamina/ http://www.reddit.com/r/dayz/comments/1vwby6/recap_of_rockets_ama_filtered_for_only_dayz/
  15. Jex

    1st person cameraview is to low

    This - why don't they put this in! Every FPS should have switchable stances now and as it's already coded into Arma 3 by the same company, just sling it in DayZ already! So wrong it's ridiculous but when you can just mmake anything up, why not go for it BIG STYLE lol There's nothing wrong with the 1pp but the buildings and vehicles are another matter entirely which BIS, even in Arma 3 seem to do fuck all about, and annoyingly so. If you have either Arma 2 or 3, just go and sit in a truck, passenger side and wonder why, when you turn your head to look out the window your eyes are level with the top of the window. In fact, it's a little higher meanging you can see out the window anything below the door, but trying to look out further is impossible and this shit has been going on since OFP, as well as the fucking windows - how the fuck can a company continually make shitty buildings that don't make any sense. There's nothing wrong with the view, the problem is with everything else your av is placed inside and it's been going on way too long that it's just ridiculous now. Bohemia employees all live in houses where the windowsill starts with their nose - and nobody at BIS noticed this?????? COME ON!!!!! lol No they need to fix it. Not only the windows but don't you feel the houses you walk into are somehow just weird. Like they're just a little too small or they're designed oddly - there's just something incredibly weird about every house I go inside except the barns, they just don't make sense. Next time you're in a house, think about the layout and how it would feel if you were there RL and had to live in it oh and BIS, start fixing this shit! It's exactly the same FOV you get in every other FPS so presumably you can't play those either. What you see through your screen is the same as it would be in COD, BF4, etc and the FOV sldier works exactly the same except Arma allows you way more flexibility than COD ever will.
  16. Looking for a great EPOCH server? Try the WalkingDead's latest server! WalkingDead EpochUS Server IP: 64.94.101.235 Port: 2303EU Server IP: 95.172.92.231 Port: 2303Website: WalkingDeadDedicated TeamSpeak IP: 64.94.101.235 Enjoy a long list of added features: Select your players class Bandit, Hero, Terrorist, Policeman, Rocker, Business Man and more. Each has unique gear and weapon.Zombies WALK (WalkingDead) but take lots of damage, head shots take them down quickSnap building PRO (see video below) B) ONE-STEP building (only takes one animation to build a wall instead of three)Use radio to invite players to your "group" if they accept your invite, you can see them on the map, see them on the HUD, text and voice chat on the group channel too! (See group management video below) B) 30 day maintenance.Cinder & Metal Building objects are indestructible.Emerald Interior Designer (video below) B) Want to focus on foot steps & vehicle noises? Turn environmental sounds on/off with scroll wheel.Fold the turret on your Armored SUV.Fold the wings on your Osprey.Chirp/Flash on vehicle lock & unlock.Boost speed with LShift button. Find a fresh spawn vehicle? Want to claim as your own & make a key for it? Yes, you can! You can claim vehicles and make keys for them - no need to just sell it...KEEP IT!Awesome heavy weapons! (see video below) B) Injured ? Need Blood? NO BLOOD BAG? You can sleep in your tent and wake up revived!Too many keys? Use Master Key to make one key open all all your vehicles.Deploy a bike with just a tool box. Upgrade deployed bike to motorcycle. Underground bunker with traders and loot. Trade Gemstones for the rarest weapons.HUGE cave with gold ore veins to mine.Fair and active admins.Take the clothing off dead players AND zombies - New skins!Supply Drops.Animated Heli & AN2 Crashes with rare loot finds.Salvage every part from vehicles.Locked vehicle within 90m of your plot pole are indestructible.Locked vehicles can not be salvaged.Fight Yard.Urals loaded with base building items.Siphon gas from vehicles.Self blood bag.RACE DAY server event every weekend with prize.Dance, Handstand, Box.Suicide.15 Helicopter / Vehicle repair points.15 Helicopter / Vehicle re-arm points.3 Hour restarts, every 4th restart is night.Toggle Debug on/off.Custom cities.Custom bases.Choose your spawn location from an interactive map. Can not spawn within 2.5KM of your dead body to prevent players quickly returning and getting revenge.Choose to spawn on the ground or Halo Spawn.Custom Fortress.God mode traders.Anti-Backpack Theft in trader zone.Speed of vehicle limited in trader (prevents ramming)Anti-Hax, updated weeklyCustom Debug monitor - displays side missions.Stary City service station.Indestructible bases (cinder & metal are indestructible, however, wood can be destroyed)Most churches replaced so they are now accessible.Extra Vehicles (Bell Heli, M113_MEV_EP1, BTR40_TK_GUE_EP1, M113AMBUL_UN_EP1, Merlin Helicopter)New Traders & Changes to trader camps.Hidden Caves.Side Missions (EMS) with loot.Treasure hunt missionsLoad objects into vehicles (put an ATV in your Helicopter cargo area)Tow vehicles with other vehiclesLift vehicles with helicoptersStatic wrecks spawn loot.No Plot Pole needed to build.Plot pole linked to UID, no need to remove and rebuild plot pole after you die. Friends can build on plot pole too.EVAC Chopper (call your helicopter to pick you up).Use Karate movesScream at other players - scares the crap of 'em.Auto Refuel.Bridges to islands of Otmel and Skalisty Islands.JunkyardExtra buildings in Cherno, Balota, KamenkaTrain Wreck.Quarantine area in Cherno.Hidden camps in the woods.Dubrovka DetruiHidden killers ranchDead CastleDevils Castle FortressBlack Lake Military BaseCoastal HeliportPrIgindy CityTikhaya CityTopolka Dam Military Base.
  17. Connection Info 69.162.122.162:5503 Location Dallas, TX Max Players 40 Vehicles 300+ Restart Timer 2 Hours Hello survivors! Are you looking for a server that will grow and adapt with you? Hero or Bandits alike are all welcome on Cry For Me. We are striving to become the biggest and best DayZ Community but it simply isn't possible without your support. Do I have you interested? Good. Below are some features that may bring you to the server and even give you a home. Features • Friendly Active Staff • Lag Free • No Weight • Friendly Community • Active Admins • Snap Build • Deploy Bike/Mozzie • Mission System • Admin Events • Eye Scans • Locked Vehicle God Mode (50m of plot pole) • Halo Spawn • Take Clothing • Starting Music • Tow / Lift • Service Points • Infistar Anti-hack • Walking Dead Zombies • Custom Loading Screen • Take Clothing • Custom Kill Messages • Hero Perks • Elevators Connection Info 69.162.122.162:5503 Location Dallas, TX Max Players 40 Vehicles 300+ Restart Timer 2 Hours
  18. Karmaterror

    Killed by bandit

    True, I was in full on trust mode lol....that berezino spawn put biggest smile on my face though :) Happens to me a lot because I believe biggest way to build trust is to show it, lots of my friends from the mod days said they only trusted me at first because of lowered weapon, and I used to offer parts or ammo or heli rides. Its never 100% sure tho, after about a week my trust is pretty high (that's when I used to reveal the smallest campsite and see how they react). Will be good when we have vehicles and proper camps, there will be levels of testing new friends :) Like I say tho never 100%.....I once gave a freshy a lift (in heli) to NWA, took him past 2 crashsites, killed zeds and let him cherry pick. Fucker still said "hang on a sec" when I dropped him off. I knew it was coming but full on trust mode again lol....must be in my nature. Anyways he shot me as I broke ground so I planted the front rotors into the runway and blew us both up :D
  19. dayy

    Slower More Dense Zombies

    Hordes are a planned implementation. Rn I feel like the devs wanna push vehicles. A friend of mine on an RP server I play posted a few leaked photos, one of which appeared to be a fully functional V53 (or whatever) truck!
  20. Still the same game with added items and some mechanics. I play for the pvp at NWAF cause I really have nothing else to do. Aside from some of the interesting people I have met playing running around as a fresh spawn sometimes. I mean I can only hunt and fish so much. When barricading (in advanced form) and vehicles come into play that is probably when you will want to return.
  21. Hello After years of searching a good military server, my friedns and I created our own. Now we need players to play on it. 15 new players on server will get a Starter Pack: Voodnik HMG, some cinder walls, basic items to bulid a small base, every Team gets 20 cinder walls, 20 metal floors, 3 cinder garage doors, 3 cinder dors, all stuff to upgrade walls, combination locks, 3 safes, a plot pole (which on our server has 100m range), 4bfc, and some basic stuff Name: DayZ Epoch Soul Rippers Militarized Tanks|Jets|Elevators|etc Ip: 46.165.248.230 port: 2702 Addons: Snap bulding pro Elevators Self BB Plot pole 100m Fast Trade, from backpack and vehicles m107 (3bfc) M107 TWS (5 bfc) AS50 (1r) AS50 TWS (2r) M47Launcher (known as Dragoon,Rocket luncher with small posibility to controll the rockets, typical anti tank) (10bfc) Igla (auto aimed rocked luncher, typica Missions [H] (all bots have hero humanity) Missions (all bots have badit humanity) Our bots are hard, but u can also have 1-2 bfc for a mission, sometimes more Custum barracks Aditional 2 castles around the map Other vehicles: M1A1 TUSK (3 ruby, tylko dla Hero) T90 (3 ruby, bandit only) T72 (1ruby bandit only) t55 (10 bfc hero only) Stryker MGS (7r), M2 (6bfc), Transport (4bfc) AH-1Z (7r) F35b (7r) AV-8B (6r) A10 (5r) SU-34 (4r) SU-25 (10 bfc) AH-1D Apach (6r) MI-24D (6r) Mi17 Rocket (2r, bandit) Mi17 rocked Czeh cammo (2r, hero) Ka52 black (6r) btr60 (6 bfc) btr90 (9 bfc) btr 40 (60 gold with gun) (40gold, basick) bmp2 (8bfc) bmp3 (7bfc) Ural Z AAV (6bfc) LAV-25 (6bfc) MLRS (but there is a rule "You Can`t destroy any LOCKED vehicles in someones base") Voodnik HMG (3bfc) We are open for sugestions Rules: -You can`t destroy any LOCKED vehicle in someones base (castle walls count as a base part) -You can take over someones base if it's 1 km from your base -Listen to admins -No trader Camping -U can`t bulid near military (400m) (castles don't count) -There are no bans for breaking the rules. You go to the prison and die from hunger or thirst -U can take your friend back from prison in 2 ways: - U can bribe the prison guard (admin) - You can try and break him out of it but you'll have a problem with the guards (admins) that regularly check the prison. We'll often make some events with some nice prizes. The server just switched to overpoch becouse noone was interested in epoch anymore so the addons are currently being added and should be ready on a couple of days.
  22. Geckofrog7

    Using Bottled Water to Cool Off

    Although I have a feeling heat is going to be nerfed hard and hypothermia will again be the more ruling side in future patches, would not pouring water on yourself from a canteen, water bottle, or even a soda be a half decent way to cool off? Cause at the moment we have few options: A. Wear t-shirt or some other thin layered clothing. (Which will quickly kill you in colder conditions.) B. Take your clothes off every so often to cool down, which is not only very unclassy, but takes a good amount of time to even get back down to hot. C. You can jump in a pond/ocean/creek but once you're inland, those are few and far between. D. Walk at a slow pace. While this sounds dreadful at the moment, maybe once vehicles are in it'll make a lot more sense. Even if it becomes a non-problem either from nerfing overheating, or from making sprinting obsolete, I believe that bottled water is a no brain way to cool down which people in hot climates use every day.
  23. Welcome to F3ARGaming If your looking for a group to play Day Z with a lot, Then you have come to the right place.We love playing various games such as League Of Legends, Minecraft, Counter Strike, BF3 and Team Fortress 2. However our main game is of course Day Z and Members have spare time to be available for anything. I also have a YouTube channel available to put a lot of content onto if needed or want to. Not bothered about your timezone or whatever things can be arranged to make it easier for everybody. Hopefully this may be able to expand into a good community of players,This should help players of all skill levels in the squad to learn from others about the games including tactics etc, As a team we can help others learn to play the game thus expanding everyone's knowledge, teamwork. We now have our own TeamSpeak server thanks to donations off members and others. Hoping to get our own DayZ Server. Our Current website: http://f34rgaming.enjin.com/home Welcome to pop in our TeamSpeak: 929887.ts3.mpgs.co If anyone has any problems connecting to the server then use this ip instead (same ts just a different way to get in) : 85.236.100.188:12617 Any questions you want answering, Then don't be afraid to ask either myself or an admin. Don't Own TeamSpeak? You Can Download It Here: http://www.teamspeak...?page=downloads Players requirements; Experience in the game, Of Any Age,But Of course maturity is essential, Be serious in what is needed to be done, Will need to be loyal to the squad, Members will need Team Speak. Day Z; Rules; Do not attack your own clan/Teammates, Never exploit or use hacks of any kind, Always listen to leaders and respect all members at all times, If any rules are broken you will be dealt with severely. In Game; Players will need to help others if need be, Vehicles will need to be used appropriately as fuel could be low, no other player will be fired upon unless told or under threat by others, Tactics will definitely be used pretty much all the time, Squad may need certain classes; Sniper, For cover Medic, medical supplies Scout, To gain weapons, go into buildings first, General items. The main idea is to have fun while playing and make friends in the process. Please fill in this application form; Name: Age: TeamSpeak Name: Mic?: Why do you want to join?: Experience in game: Timezone: Bio: In game Name: Thanks, Tom Founder Leader
  24. Hello i was wondering if someone could please look over my servers rpt log. Thanks! ===================================================================== == C:\TCAFiles\Users\NickH\32600\arma2oaserver.exe == ARMA2OASERVER.exe -name=VilayerDayZOverPoch -mod=@DayZOverwatch;@DayZEpochPanthera_Epoch;@DayZEpochPanthera_Panthera;@DayZoverpochServer -config=vilayer_active_server_32600\32600_config.cfg -cfg=vilayer_active_server_32600\basic.cfg -profiles=vilayer_active_server_32600 -ip=46.165.248.230 -port=2802 ===================================================================== Exe timestamp: 2014/11/12 22:30:42 Current time: 2014/11/19 22:01:37 Version 1.63.125548 Item STR_EQUIP_NAME_41 listed twice Item STR_EQUIP_DESC_41 listed twice 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 ->Car, by holdenmonaro\config.bin/CfgVehicles/Car_sedan/ Updating base class ->Man, by nof_fsk\config.cpp/CfgVehicles/CAManBase/ Updating base class ->BulletCore, by ca\weapons\config.bin/CfgAmmo/BulletBase/ Updating base class ->GrenadeCore, by ca\weapons\config.bin/CfgAmmo/GrenadeBase/ Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/14Rnd_FFAR/ Updating base class ->PistolCore, by ca\weapons\config.bin/cfgWeapons/Pistol/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/GrenadeLauncher/ Updating base class ->RifleCore, by ca\weapons\config.bin/cfgWeapons/Rifle/ Updating base class ->LauncherCore, by ca\weapons\config.bin/cfgWeapons/RocketPods/ Updating base class ->RocketPods, by ca\weapons\config.bin/cfgWeapons/FFARLauncher/ Updating base class ->Default, by ca\weapons\config.bin/cfgWeapons/ItemCore/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Patrol_Pack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/US_Backpack_EP1/ Updating base class ->Bag_Base_EP1, by ca\weapons_e\ammoboxes\config.bin/cfgVehicles/CZ_Backpack_EP1/ Updating base class Man->CAManBase, by ca\characters\config.bin/CfgVehicles/Civilian/ Updating base class TalkTopics->TalkTopics, by bb_mercs_desert\config.bin/CfgVehicles/SoldierWB/TalkTopics/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Light/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier2/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_GL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Officer/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_SL/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_TL/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_LAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_HAT/ Updating base class ->USMC_Soldier_AT_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AA/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_Medic/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_AR/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_Soldier_MG/ Updating base class ->USMC_SoldierS_Sniper, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_SniperH/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierM_Marksman/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS/ Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_SoldierS_Engineer/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_TL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_R/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Marksman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Corpsman/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AR/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_GL/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_Sapper/ Updating base class ->FR_Base, by ca\characters2\config.bin/CfgVehicles/FR_AC/ Updating base class ->RU_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/RU_Soldier2/ Updating base class Soldier->MVD_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/MVD_Soldier/ Updating base class ->Citizen, by ca\characters2\config.bin/CfgVehicles/Citizen1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_EP1/ Updating base class ->US_Soldier_Base_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_TL_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Medic_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_AR_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Marksman_EP1/ Updating base class ->US_Delta_Force_EP1, by ca\characters_e\config.bin/CfgVehicles/US_Delta_Force_Air_Controller_EP1/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_M2/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_TOW/ Updating base class ->HMMWV_Base, by ca\wheeled\config.bin/CfgVehicles/HMMWV_MK19/ Updating base class Car->SkodaBase, by ca\wheeled\config.bin/CfgVehicles/car_sedan/ Updating base class ->Pickup_PK_base, by ca\wheeled\datsun_armed\config.bin/CfgVehicles/Pickup_PK_GUE/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_DSHKM_Gue/ Updating base class ->Offroad_DSHKM_base, by ca\wheeled\hilux_armed\config.bin/CfgVehicles/Offroad_SPG9_Gue/ Updating base class ->UH60_Base, by ca\air\config.bin/CfgVehicles/MH60S/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_Fire/ Updating base class ->House, by ca\misc3\config.bin/CfgVehicles/Land_A_tent/ Updating base class ->Camp_base, by ca\misc3\config.bin/CfgVehicles/ACamp/ Updating base class ->Car, by ca\wheeled2\lada\config.bin/CfgVehicles/Lada_base/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Small_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street1_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lamp_Street2_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_Lampa_Ind_EP1/ Updating base class StreetLamp_EP1->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_PowLines_Conc2L_EP1/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_2/ Updating base class StreetLamp_BaseMediumOrange->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_sidl_3/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind/ Updating base class StreetLamp_BaseWeakYellow->StreetLamp, by z\addons\dayz_code\config.bin/CfgNonAIVehicles/Land_lampa_ind_zebr/ Updating base class RscStandardDisplay->, by z\addons\dayz_code\config.bin/RscDisplayStart/ Updating base class RscShortcutButton->RscShortcutButtonMain, by z\addons\dayz_code\config.bin/RscDisplayMain/controls/CA_Exit/ Updating base class RscText->, by z\addons\dayz_code\config.bin/RscTitles/Default/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_villager1/ Updating base class zZombie_Base->zZombie_new_Base, by z\addons\dayz_code\config.bin/CfgVehicles/z_worker1/ Updating base class Soldier_Crew_PMC->Soldier_Bodyguard_M4_PMC, by z\addons\dayz_code\config.bin/CfgVehicles/SurvivorW2_DZ/ Updating base class HighCommand->Logic, by z\addons\dayz_code\config.bin/CfgVehicles/HighCommandSubordinate/ Updating base class ->ViewOptics, by z\addons\dayz_code\config.bin/CfgVehicles/Mi17_base/Turrets/MainTurret/ViewOptics/ Updating base class HouseBase->, by z\addons\dayz_code\config.bin/CfgVehicles/House/ Updating base class NonStrategic->BuiltItems, by z\addons\dayz_code\config.bin/CfgVehicles/Fort_RazorWire/ Updating base class MeleeHatchet->MeleeWeapon, by z\addons\dayz_code\config.bin/CfgWeapons/MeleeCrowbar/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face1/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face2/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face3/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face4/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face5_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face6_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face7/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face8_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face9/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face10/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face11/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face12/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face13_camo/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face14/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face15/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face16/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face17/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face18/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face19/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face20/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face21/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face22/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face23/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face24/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face25/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face26/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face27/ Updating base class ->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face28/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face29/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face30/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face31/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face32/ Updating base class Default->OW_Nope, by z\addons\dayz_code\config.bin/CfgFaces/Man/Merc_Face33/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Pro_Helmet_2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Kevlar_Helmet_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/wdl_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_green_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/US_black_beret/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Barett_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/Bdu_cap_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/b_TacticalGlasses/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/headset_g/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_red/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/gasmask_helmet2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_mask_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/pilot_v/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/skull_cap2/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/taliban_hat_shadow/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/dive_mask/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/BlackSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/RedSun_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/None_sof_w/ Updating base class ->None, by z\addons\dayz_code\config.bin/CfgGlasses/goggles_winter/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/29Rnd_30mm_AGS30/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/48Rnd_40mm_MK19/ Updating base class 4000Rnd_762x51_M134->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/2000Rnd_762x51_M134/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/100Rnd_127x99_M2/ Updating base class VehicleMagazine->CA_Magazine, by z\addons\dayz_code\config.bin/CfgMagazines/50Rnd_127x107_DSHKM/ Updating base class Hatchet_Swing->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/crowbar_swing/ Updating base class CA_Magazine->Melee_Swing, by z\addons\dayz_code\config.bin/CfgMagazines/Hatchet_Swing/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_1L2/ Updating base class Land_HouseV_1I2->House, by zero_buildings\config.cpp/CfgVehicles/Land_HouseV_3I3/ Updating base class ->Plane, by ca\air2\mv22\config.bin/CfgVehicles/MV22/ Updating base class ViewOptics->, by ca\air2\uh1y\config.bin/CfgVehicles/UH1_Base/Turrets/MainTurret/ViewOptics/ Updating base class ->HouseBase, by ca\misc_e\config.bin/CfgVehicles/House/ Updating base class ->Land_CamoNet_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNet_EAST_EP1/ Updating base class ->Land_CamoNetB_EAST, by ca\misc_e\config.bin/CfgVehicles/Land_CamoNetB_EAST_EP1/ Updating base class ->Sign_1L_Noentry, by ca\misc_e\config.bin/CfgVehicles/Sign_1L_Noentry_EP1/ Updating base class ->Sign_circle, by ca\misc_e\config.bin/CfgVehicles/Helper_Base_EP1/ Updating base class ->Rifle, by ca\weapons_baf\config.bin/cfgWeapons/BAF_AS50_scoped/ Updating base class ->Rifle, by ca\weapons_e\config.bin/cfgWeapons/M60A4_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_EP1/ Updating base class ->M249, by ca\weapons_e\config.bin/cfgWeapons/M249_m145_EP1/ Updating base class ->m107, by ca\weapons_e\m107\config.bin/CfgWeapons/m107_TWS_EP1/ Updating base class ->M240, by ca\weapons_e\m240\config.bin/CfgWeapons/m240_scoped_EP1/ Updating base class ->V3S_Base, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Base_EP1/ Updating base class ->V3S_Base_EP1, by ca\wheeled_e\v3s\config.bin/CfgVehicles/V3S_Refuel_TK_GUE_EP1/ Updating base class AKS_BASE->AK_BASE, by vilas_aks_cfg\config.cpp/cfgWeapons/AKS_74_UN_kobra/ Updating base class House->DZE_OpenHouse, by warehouse\config.bin/CfgVehicles/Land_Ind_Pec_03/ Updating base class ->C130J_base, by ca\air_e\config.bin/CfgVehicles/C130J_US_EP1/ Updating base class ->Helicopter, by ca\air_e\ah6j\config.bin/CfgVehicles/AH6_Base_EP1/ Updating base class ->Plane, by ca\air_e\an2\config.bin/CfgVehicles/An2_Base_EP1/ Updating base class ->CH47_base_EP1, by ca\air_e\ch47\config.bin/CfgVehicles/CH_47F_EP1/ Updating base class ViewOptics->, by ca\air_e\uh1h\config.bin/CfgVehicles/UH1H_base/Turrets/MainTurret/ViewOptics/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Crew_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_TL_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_M4_PMC/ Updating base class ->Soldier_Base_PMC, by ca\characters_pmc\config.bin/cfgVehicles/Soldier_Bodyguard_AA12_PMC/ Updating base class ->BAF_Soldier_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_W/ Updating base class ->BAF_Soldier_L_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_L_W/ Updating base class ->BAF_Soldier_Officer_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_Officer_W/ Updating base class ->BAF_Soldier_SniperH_MTP, by ca\characters_w_baf\config.bin/CfgVehicles/BAF_Soldier_SniperH_W/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_UN_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_UN_EP1/ Updating base class ->M113Ambul_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113Ambul_TK_EP1/ Updating base class ->M113_Base, by ca\tracked_e\m113\config.bin/CfgVehicles/M113_TK_EP1/ Updating base class ->Helicopter, by ca\air_d_baf\config.bin/CfgVehicles/BAF_Merlin_HC3_D/ Updating base class AK_BASE->AKS_BASE, by ca\communityconfigurationproject_e\ai_madeaks74unkobrafullysilenced\config.bin/CfgWeapons/AKS_74_UN_kobra/ 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:10:43 Server error: Player without identity Nhaggerty06 (id 524847806) 22:11:19 Old style material 207 used in ReportStack not available 22:11:21 Strange convex component288 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component289 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component290 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component291 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component292 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component293 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component294 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component295 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component296 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component297 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component298 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component299 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component300 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component301 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component302 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component303 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component304 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component305 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component306 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component307 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component308 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component309 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component310 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component311 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component312 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component313 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component314 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component315 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component316 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component317 in warehouse\models\warehouse.p3d:geometry 22:11:21 Strange convex component252 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component253 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component254 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component255 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component256 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component257 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component258 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component259 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component260 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component261 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component262 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component263 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component264 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component265 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component266 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component267 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component268 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component269 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component270 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component271 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component272 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component273 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component274 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component275 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component276 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component277 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component278 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component279 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component280 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component281 in warehouse\models\warehouse.p3d:geometryFire 22:11:21 Strange convex component249 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component250 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component251 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component252 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component253 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component254 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component255 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component256 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component257 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component258 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component259 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component260 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component261 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component262 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component263 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component264 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component265 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component266 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component267 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component268 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component269 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component270 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component271 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component272 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component273 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component274 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component275 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component276 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component277 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Strange convex component278 in warehouse\models\warehouse.p3d:geometryView 22:11:21 Old style material 204 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:21 Old style material 207 used in ReportStack not available 22:11:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon 22:11:29 Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl 22:11:29 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 22:11:29 "DayZ Epoch: MPframework inited" 22:11:30 "DEBUG: loadscreen guard started." 22:11:30 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:11:30 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:11:30 Error Undefined variable in expression: dayz_clientpreload 22:11:30 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:11:31 Strange convex component93 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component94 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component95 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component96 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component99 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component100 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component101 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component102 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component103 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component104 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component105 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component106 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component107 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component108 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component109 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component110 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component111 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component112 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component113 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component114 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component115 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component116 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component117 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component118 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component119 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component120 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component121 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component122 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component123 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component124 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component125 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component126 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component127 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component128 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component129 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component130 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component131 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component132 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component133 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:31 Strange convex component134 in zero_buildings\models\mil_house_i.p3d:geometryView 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:32 Old style material 201 used in ReportStack not available 22:11:33 Old style material 204 used in ReportStack not available 22:11:33 Old style material 205 used in ReportStack not available 22:11:40 "Admin Tools: AdminList.sqf loaded" 22:11:40 "Res3tting B!S effects..." 22:11:40 Warning: z\addons\dayz_communityassets\models\compass.p3d:0 Error while trying to generate ST for points: 863, 853, 852 22:11:44 "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." 22:11:44 "HIVE: Starting" 22:11:44 "HIVE: trying to get objects" 22:11:44 "HIVE: found 409 objects" 22:11:44 "HIVE: Commence Object Streaming..." 22:11:44 "HIVE: got 89 Epoch Objects and 320 Vehicles" 22:12:04 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret 22:12:04 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun 22:12:09 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret 22:12:09 UH1Y_DZE: ObsGun - unknown animation source ObsGun 22:12:16 "HIVE: Spawning # of Vehicles: 2" 22:12:16 "HIVE: Spawning # of Debris: 500" 22:12:16 "HIVE: Spawning # of Ammo Boxes: 3" 22:12:16 "HIVE: Spawning # of Veins: 50" 22:12:16 "Total Number of spawn locations 11" 22:12:16 Warning Message: Script z\addons\dayz_server\DZAI\init\dzai_initserver.sqf not found 22:12:16 "PUBLISH: Attempt 25edd0c0# 306194: vwgolf.p3d" 22:12:16 "HIVE: WRITE: "CHILD:308:16:VWGolf:0:0:[23,[1882.07,9636.57,0.314143]]:[]:[["wheel_1_1_steering",0.589566],["wheel_1_2_steering",0.988913],["wheel_2_1_steering",0.356904],["wheel_2_2_steering",0.795148],["motor",0.0509434],["sklo predni P",0.474999],["sklo predni L",0.600099],["karoserie",0.245173],["palivo",0.686882],["wheel_1_4_steering",0.945552],["wheel_2_4_steering",0.665604],["wheel_1_3_steering",0.714211],["wheel_2_3_steering",0.0756141],["glass1",0.514153],["glass2",0.202527],["glass3",0.740826],["glass4",0.824248]]:0.868504:1882196366323:"" 22:12:16 "PUBLISH: Attempt 25ed6080# 306195: hmmwv.p3d" 22:12:16 "HIVE: WRITE: "CHILD:308:16:HMMWV_DES_EP1:0:0:[33,[4399.52,1838.26,0.0190427]]:[]:[["glass1",0.209379],["glass2",0.411177],["glass3",0.2811],["glass4",0.885053],["wheel_1_1_steering",0.983351],["wheel_1_2_steering",0.395142],["wheel_2_1_steering",0.165896],["wheel_2_2_steering",0.407817],["fueltank",0.988831],["engine",0.174776],["sklo predni P",0.530073],["sklo predni L",0.363479],["karoserie",0.75096],["wheel_1_4_steering",0.788765],["wheel_2_4_steering",0.762766],["wheel_1_3_steering",0.349105],["wheel_2_3_steering",0.413892]]:0.980944:4399518383033:"" 22:12:18 "DEBUG: Too many at [6758.15,1535.63]" 22:12:20 "DEBUG: Too many at [3184.54,5821.33]" 22:12:28 "DEBUG: Too many at [7243.56,1359.21]" 22:12:31 "DEBUG: Too many at [6778.16,4154.77]" 22:12:37 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:37 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:37 Error Undefined variable in expression: dayz_clientpreload 22:12:37 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:37 "EPOCH EVENTS INIT" 22:12:37 "DEBUG VEIN: on road [6614.92,7121.67]" 22:12:38 "DEBUG: Too many at [6095.03,5869.84]" 22:12:40 "DEBUG: Too many at [7047.86,3911.01]" 22:12:42 "DEBUG: Too many at [7799.61,5075.16]" 22:12:42 "HIVE: WRITE: "CHILD:388:4399518383033:"" 22:12:42 "CUSTOM: Selected "832"" 22:12:42 "PUBLISH: Created HMMWV_DES_EP1 with ID "4399518383033"" 22:12:42 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:42 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:42 Error Undefined variable in expression: dayz_clientpreload 22:12:42 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:42 "HIVE: WRITE: "CHILD:388:1882196366323:"" 22:12:42 "CUSTOM: Selected "831"" 22:12:42 "PUBLISH: Created VWGolf with ID "1882196366323"" 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <; while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error position: <dayz_clientPreload && dayz_authed) exitW> 22:12:43 Error Undefined variable in expression: dayz_clientpreload 22:12:43 File mpmissions\__cur_mp.panthera2\custom\compiles.sqf, line 452 22:12:43 Error in expression <;
  25. thats the point we are screwed we are spanwed into a harsh world that has nothing to offer but death. we have to make our own way we have to survive. if you've missed the point to the game well don't know what to say i personally think the game is too easy its gotten a little harder with the elements like cold heat and the rain. but the zed numbers are not there and there are other issues. do you know how boring the game would be if you spawned with a truck and a weapon i would get bored in 10 minutes. don't fret though i'm sure after full release there will be private hives that oblige your wishes with 1000+ vehicles and you'll spawn with a belt fed machine gun.
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