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Snoops121

Glitch after editing DMS mod

Question

Hi, I installed the DMS mod with Occupation. Great mod and hats off to the devs of these great mods. When first ran it was fine and the only issue was i saw no random AI land vehicles spawning, air vehicles no problems. I thought i would edit a few things which where only minor adjustments to AI accuracy and altered a couple of things to true or false and now we have some glitches/bugs:

The missions still spawn fine but still no AI land vehicles, also i found a lada police car and it froze me to the spot when i tried to get in it ( it didn't freeze the game, friends where still moving and i could type but not move until i re logged ).

Our storage box was bugged, we could put items into it but nobody could take them out.

The failed mission markers where staying on the map forever.

I double checked the configs and i do not see anything that i changed could have caused these issues.

I will attach my configs and latest log here.

Spoiler

/*
    Main DMS Config File

    Created by eraser1
    Several revisions and additions have been made by community members.


    A lot of these configs are influenced by WAI :P
   https://github.com/nerdalertdk/WICKED-AI
*/

// You dawg... heard you like configs... so here's some configs for your config.... so you can configure your configuration to make it easier to configure your configuration http://i.imgur.com/9eJjEEo.jpg


// If you don't want the AI to have marksman DLC weapons, then simply remove the line below, or comment it by putting // at the beginning of the line
//#define GIVE_AI_MARKSMAN_DLC_WEAPONS 1

// If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
#define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1

// Uncomment this if you want Apex weapons on AI.
//#define GIVE_AI_APEX_WEAPONS 1

// Uncomment this if you want Apex gear on AI. Uniforms, Vests, Backpacks, Helmets,Scopes
//#define GIVE_AI_APEX_GEAR 1

// Uncomment this if you want Apex weapons in loot crates
//#define USE_APEX_WEAPONS_IN_CRATES 1

// Uncomment this if you want Apex vehicles to spawn for AI/missions
//#define USE_APEX_VEHICLES 1


DMS_Use_Map_Config = true;    // Whether or not to use config overwrites specific to the map.
/*
    If you are using a map other than a map listed in the "map_configs" folder, you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
    To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
    For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
*/

DMS_Enable_RankChange = true; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
/*
    I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
*/

DMS_Add_AIKill2DB = false;  // Adds killstat for player in the database ;)

DMS_SpawnMissions_Scheduled = false;    // Whether or not to spawn missions in a scheduled environment. Setting to true may help with lag when certain missions spawn.

/* Mission System Settings */
    /*General settings for dynamic missions*/
    DMS_DynamicMission                    = true;                        // Enable/disable dynamic mission system.
    DMS_MaxBanditMissions                = 4;                        // Maximum number of Bandit Missions running at the same time
    DMS_TimeToFirstMission                = [180,420];                // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
    DMS_TimeBetweenMissions                = [600,900];                // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
    DMS_MissionTimeOut                    = [900,1800];                 // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
    DMS_MissionTimeoutResetRange        = 1500;                        // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
    DMS_MissionTimeoutResetFrequency    = 180;                        // How often (in seconds) to check for nearby players and reset the mission timeout.
    /*General settings for dynamic missions*/

    /*General settings for static missions*/
    DMS_StaticMission                    = true;                        // Enable/disable static mission system.
    DMS_MaxStaticMissions                = 3;                        // Maximum number of Static Missions running at the same time. It's recommended you set this to the same amount of static missions that you have in total. This config will be ignored by "DMS_StaticMissionsOnServerStart".
    DMS_TimeToFirstStaticMission        = [30,30];                    // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
    DMS_TimeBetweenStaticMissions        = [900,1800];                // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
    DMS_StaticMissionTimeOut            = [1800,3600];                 // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
    DMS_StaticMissionTimeoutResetRange    = 1500;                        // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
    DMS_SMissionTimeoutResetFrequency    = 180;                        // How often (in seconds) to check for nearby players and reset the mission timeout for static missions.
    DMS_StaticMinPlayerDistance            = 1500;                        // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it.
    DMS_AllowStaticReinforcements        = true;                        // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
    DMS_SpawnFlareOnReinforcements        = true;                        // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
    /*General settings for static missions*/

    DMS_playerNearRadius                = 100;                        // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).

    DMS_AI_KillPercent                    = 100;                        // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)

    /*Mission Marker settings*/
    DMS_ShowDifficultyColorLegend        = true;                        // Whether or not to show a "color legend" at the bottom left of the map that shows which color corresponds to which difficulty. I know it's not very pretty, meh.
    DMS_ShowMarkerCircle                = false;                    // Whether or not to show the colored "circle" around a mission marker.
    DMS_MarkerText_ShowMissionPrefix    = true;                        // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names :P
    DMS_MarkerText_MissionPrefix        = "Mission:";                // The text displayed before the mission name in the mission marker.
    DMS_MarkerText_ShowAICount            = true;                        // Whether or not to display the number of remaining AI in the marker name.
    DMS_MarkerText_ShowAICount_Static    = true;                        // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
    DMS_MarkerText_AIName                = "Units";                    // What the AI will be called in the map marker. For example, the marker text can show: "Car Dealer (3 Units remaining)"
    DMS_MarkerPosRandomization            = false;                    // Randomize the position of the circle marker of a mission
    DMS_MarkerPosRandomRadius            = [25,100];                    // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
    DMS_RandomMarkerBrush                = "Cross";                    // See: https://community.bistudio.com/wiki/setMarkerBrush
    DMS_MissionMarkerWinDot                = true;                        // Keep the mission marker dot with a "win" message after mission is over
    DMS_MissionMarkerLoseDot            = true;                        // Keep the mission marker dot with a "lose" message after mission is over
    DMS_MissionMarkerWinDot_Type        = "mil_end";                // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
    DMS_MissionMarkerLoseDot_Type        = "KIA";                    // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
    DMS_MissionMarkerWinDotTime            = 30;                        // How many seconds the "win" mission dot will remain on the map
    DMS_MissionMarkerLoseDotTime        = 30;                        // How many seconds the "lose" mission dot will remain on the map
    DMS_MissionMarkerWinDotColor        = "ColorBlue";                // The color of the "win" marker dot
    DMS_MissionMarkerLoseDotColor        = "ColorRed";                // The color of the "lose" marker dot
    /*Mission Marker settings*/

    /*Mission Cleanup settings*/
    DMS_CompletedMissionCleanup            = true;                        // Cleanup mission-spawned buildings and AI bodies after some time
    DMS_CompletedMissionCleanupTime        = 3600;                        // Minimum time until mission-spawned buildings and AI are cleaned up
    DMS_CleanUp_PlayerNearLimit            = 100;                        // Cleanup of an object is aborted if a player is this many meters close to the object
    DMS_AIVehCleanUpTime                = 300;                        // Time until a destroyed AI vehicle is cleaned up.
    /*Mission Cleanup settings*/

    /*Mission spawn location settings*/
    DMS_UsePredefinedMissionLocations    = false;                    // Whether or not to use a list of pre-defined mission locations instead before attempting to find a random (valid) position. The positions will still be checked for validity. If none of the provided positions are valid, a random one will be generated.
    DMS_PredefinedMissionLocations =     [                            // List of Preset/Predefined mission locations.
                                            /* List of positions:
                                            position1: [x_1,y_1,z_1],
                                            position2: [x_2,y_2,z_2],
                                            ...
                                            positionN: [x_N,y_N,z_N]
                                            */

                                        ];

    DMS_PredefinedMissionLocations_WEIGHTED =     [                    // List of Preset/Predefined mission locations WITH WEIGHTED CHANCES. This will NOT override "DMS_PredefinedMissionLocations", and everything from "DMS_PredefinedMissionLocations" will behave as though it has 1 weight per position.
                                            /* List of arrays with position and weighted chance:
                                            [[x_1,y_1,z_1], chance_1],
                                            [[x_2,y_2,z_2], chance_2],
                                            ...
                                            [[x_N,y_N,z_N], chance_N]
                                            */

                                        ];
    DMS_ThrottleBlacklists                = true;                        // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
                                                                        //distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
                                                                        //should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
    DMS_AttemptsUntilThrottle            = 15;                        // How many attempts until the parameters are throttled.
    DMS_ThrottleCoefficient                = 0.9;                        // How much the parameters are throttled. The parameters are multiplied by the coefficient, so 0.9 means 90% of whatever the parameter was.
    DMS_MinThrottledDistance            = 500;                        // The minimum distance to which it will throttle. If the throttled value is less than this value, then this value is used instead.
    DMS_PlayerNearBlacklist                = 2000;                        // Missions won't spawn in a position this many meters close to a player
    DMS_SpawnZoneNearBlacklist            = 2500;                        // Missions won't spawn in a position this many meters close to a spawn zone
    DMS_TraderZoneNearBlacklist            = 2500;                        // Missions won't spawn in a position this many meters close to a trader zone
    DMS_MissionNearBlacklist            = 2500;                        // Missions won't spawn in a position this many meters close to another mission
    DMS_WaterNearBlacklist                = 500;                        // Missions won't spawn in a position this many meters close to water
    DMS_TerritoryNearBlacklist            = 100;                        // Missions won't spawn in a position this many meters close to a territory flag. This is a resource intensive check, don't set this value too high!
    DMS_MixerNearBlacklist                = 1000;                        // Missions won't spawn in a position this many meters close to a concrete mixer
    DMS_ContaminatedZoneNearBlacklist    = 1000;                        // Missions won't spawn in a position this many meters close to a contaminated zone
    DMS_MinSurfaceNormal                = 0.9;                        // Missions won't spawn in a position where its surfaceNormal is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations. Values can range from 0-1, with 0 being sideways, and 1 being perfectly flat. For reference: SurfaceNormal of about 0.7 is when you are forced to walk up a surface. If you want to convert surfaceNormal to degrees, use the arc-cosine of the surfaceNormal. 0.9 is about 25 degrees. Google "(arccos 0.9) in degrees"
    DMS_MinDistFromWestBorder            = 250;                        // Missions won't spawn in a position this many meters close to the western map border.
    DMS_MinDistFromEastBorder            = 250;                        // Missions won't spawn in a position this many meters close to the easter map border.
    DMS_MinDistFromSouthBorder            = 250;                        // Missions won't spawn in a position this many meters close to the southern map border.
    DMS_MinDistFromNorthBorder            = 250;                        // Missions won't spawn in a position this many meters close to the northern map border.
    DMS_SpawnZoneMarkerTypes =            [                            // If you're using custom spawn zone markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileSpawnZoneIcon"
                                        ];
    DMS_TraderZoneMarkerTypes =            [                            // If you're using custom trader markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileTraderZoneIcon"
                                        ];
    DMS_MixerMarkerTypes =                [                            // If you're using custom concrete mixer map markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileConcreteMixerZoneIcon"
                                        ];
    DMS_ContaminatedZoneMarkerTypes =    [                            // If you're using custom contaminated zone markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileContaminatedZoneIcon"
                                        ];
    /*Mission spawn location settings*/

    DMS_MinWaterDepth                    = 20;                        // Minimum depth of water that an underwater mission can spawn at.

    /*Crate/Box settings*/
    DMS_HideBox                            = true;                        // "Hide" the box from being visible by players until the mission is completed.
    DMS_EnableBoxMoving                    = true;                        // Whether or not to allow the box to move and/or be lifted by choppers.
    DMS_SpawnBoxSmoke                    = true;                        // Spawn a smoke grenade on mission box upon misson completion during daytime
    DMS_SpawnBoxIRGrenade                = true;                        // Spawn an IR grenade on mission box upon misson completion during nighttime
    /*Crate/Box settings*/

    /*Mine settings*/
    DMS_SpawnMinefieldForEveryMission    = false;                    // Whether or not to spawn a minefield for every dynamic mission.
    DMS_SpawnMinesAroundMissions        = true;                        // Whether or not to spawn mines around AI missions that have them.
    DMS_despawnMines_onCompletion        = true;                        // Despawn mines spawned around missions when the mission is completed
    DMS_MineInfo_easy                    = [5,50];                    // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
    DMS_MineInfo_moderate                = [10,50];                    // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
    DMS_MineInfo_difficult                = [15,75];                    // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
    DMS_MineInfo_hardcore                = [25,100];                    // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
    DMS_SpawnMineWarningSigns            = true;                        // Whether or not to spawn mine warning signs around a minefield.
    DMS_BulletProofMines                = true;                        // Whether or not you want to make the mines bulletproof. Prevents players from being able to shoot the mines and creating explosions.
    /*Mine settings*/

    DMS_MinPlayerCount                    = 0;                         // Minimum number of players until mission start
    DMS_MinServerFPS                    = 5;                         // Minimum server FPS for missions to start

    /*Mission notification settings*/
    DMS_PlayerNotificationTypes =        [                                    // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
                                            //"dynamicTextRequest",            // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
                                            //"standardHintRequest",        // Hints are a bit wonky...
                                            //"textTilesRequest",            // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown. This message type is also performance-intensive, so I advise against it.
                                            //"systemChatRequest",            // Always nice to show in chat so that players can scroll up to read the info if they need to.
                                            "ExileToasts"                    // Default notification type since Exile 0.98, see (http://www.exilemod.com/devblog/new-ingame-notifications/)
                                        ];

        /*Exile Toasts Notification Settings*/
    DMS_ExileToasts_Title_Size            = 22;                        // Size for Client Exile Toasts  mission titles.
    DMS_ExileToasts_Title_Font            = "puristaMedium";            // Font for Client Exile Toasts  mission titles.
    DMS_ExileToasts_Message_Color        = "#FFFFFF";                // Exile Toasts color for "ExileToast" client notification type.
    DMS_ExileToasts_Message_Size        = 19;                        // Exile Toasts size for "ExileToast" client notification type.
    DMS_ExileToasts_Message_Font        = "PuristaLight";            // Exile Toasts font for "ExileToast" client notification type.
        /*Exile Toasts Notification Settings*/

        /*Dynamic Text Notification Settings*/
    DMS_dynamicText_Duration            = 7;                        // Number of seconds that the message will last on the screen.
    DMS_dynamicText_FadeTime            = 1.5;                        // Number of seconds that the message will fade in/out (does not affect duration).
    DMS_dynamicText_Title_Size            = 1.2;                        // Size for Client Dynamic Text mission titles.
    DMS_dynamicText_Title_Font            = "puristaMedium";            // Font for Client Dynamic Text mission titles.
    DMS_dynamicText_Message_Color        = "#FFFFFF";                // Dynamic Text color for "dynamicTextRequest" client notification type.
    DMS_dynamicText_Message_Size        = 0.65;                        // Dynamic Text size for "dynamicTextRequest" client notification type.
    DMS_dynamicText_Message_Font        = "OrbitronMedium";            // Dynamic Text font for "dynamicTextRequest" client notification type.
        /*Dynamic Text Notification Settings*/

        /*Standard Hint Notification Settings*/
    DMS_standardHint_Title_Size            = 2;                        // Size for Client Standard Hint mission titles.
    DMS_standardHint_Title_Font            = "puristaMedium";            // Font for Client Standard Hint mission titles.
    DMS_standardHint_Message_Color        = "#FFFFFF";                // Standard Hint color for "standardHintRequest" client notification type.
    DMS_standardHint_Message_Size        = 1;                        // Standard Hint size for "standardHintRequest" client notification type.
    DMS_standardHint_Message_Font        = "OrbitronMedium";            // Standard Hint font for "standardHintRequest" client notification type.
        /*Standard Hint Notification Settings*/

        /*Text Tiles Notification Settings*/
    DMS_textTiles_Duration                = 7;                        // Number of seconds that the message will last on the screen.
    DMS_textTiles_FadeTime                = 1.5;                        // Number of seconds that the message will fade in/out (does not affect duration).
    DMS_textTiles_Title_Size            = 2.3;                        // Size for Client Text Tiles mission titles.
    DMS_textTiles_Title_Font            = "puristaMedium";            // Font for Client Text Tiles mission titles.
    DMS_textTiles_Message_Color            = "#FFFFFF";                // Text Tiles color for "textTilesRequest" client notification type.
    DMS_textTiles_Message_Size            = 1.25;                        // Text Tiles size for "textTilesRequest" client notification type.
    DMS_textTiles_Message_Font            = "OrbitronMedium";            // Text Tiles font for "textTilesRequest" client notification type.
        /*Text Tiles Notification Settings*/

    /*Mission notification settings*/

    DMS_RandomBanditMissionsOnStart        = 2;                        // Number of (random) bandit missions to spawn when the server starts, just so players don't have to wait for missions to spawn.
    DMS_BanditMissionTypes =            [            //    List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
                                            ["bandits",3],
                                            ["bauhaus",3],
                                            ["beertransport",3],
                                            ["behindenemylines",3],
                                            ["blackhawkdown",3],
                                            ["cardealer",3],
                                            ["construction",3],
                                            ["donthasslethehoff",3],
                                            ["foodtransport",3],
                                            ["guntransport",3],
                                            ["humanitarian",3],
                                            ["lost_battalion",3],
                                            ["medical",3],
                                            ["mercbase",2],
                                            ["mercenaries",3],
                                            ["nedbuilding1_mission",3],
                                            ["nedcar_mission",4],
                                            ["nedguns1_mission",3],
                                            ["nedhatchback_mission",3],
                                            ["nedhunter_mission",2],
                                            ["nedifrit_mission",2],
                                            ["nedlittlebird_mission",2],
                                            ["nedmedical1_mission",3],
                                            ["nedoffroad_mission",3],
                                            ["nedresearch_mission",3],
                                            ["nedsnipercamp_mission",3],
                                            ["nedstrider_mission",2],
                                            ["nedural_mission",3],
                                            ["roguenavyseals",3],
                                            ["thieves",3],
                                            ["walmart",3]
                                        ];


    DMS_StaticMissionTypes =            [                                // List of STATIC missions with spawn chances.
                                            //["saltflats",1]            //<--Example (already imported by default on Altis in map configs)
                                            //["slums",1]                //<--Example (already imported by default on Altis in map configs)
                                            //["occupation",1]        //<--Example
                                            //["sectorB",1]            //<--Example for Taviana
                                        ];

    DMS_BasesToImportOnServerStart =     [                                // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
                                            //"saltflatsbase",        //<--Example (already imported by default on Altis)
                                            //"slums_objects"        //<--Example (already imported by default on Altis)
                                        ];

    DMS_BanditMissionsOnServerStart =    [
                                            //"construction"        //<-- Example
                                        ];

    DMS_StaticMissionsOnServerStart =    [                                // List of STATIC missions with spawn chances.
                                            //"saltflats"            //<--Example
                                            //"slums"                //<--Example
                                            //"occupation"            //<--Example
                                            //"sectorB"                //<--Example for Taviana
                                        ];

    DMS_findSafePosBlacklist =            [                                // This list defines areas where missions WILL NOT spawn. For position blacklist info refer to: http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=31190
                                            // There are examples in the altis map config (it blacklists the salt flats) and in the tavi/taviana map configs.

                                            //[[2350,4680],100]        // This random example blacklists any position within 100 meters of coordinates "[2350,4680]"
                                        ];
/* Mission System Settings */


/* AI Settings */
    DMS_AI_Classname                    = "O_recon_F";                // Since some of you wanted this...
    DMS_AI_UseRealNames                    = true;                        // true if you want Arma assigned real names, false if you want random DMS assigned unit numbers

    DMS_Show_Kill_Poptabs_Notification    = true;                        // Whether or not to show the poptabs gained/lost message on the player's screen when killing an AI. (It will still change the player's money, it just won't show the "Money Received" notification)
    DMS_Show_Kill_Respect_Notification    = true;                        // Whether or not to show the "Frag Message" on the player's screen when killing an AI. (It will still change the player's respect, it just won't show the "AI Killed" frag message)
    DMS_Show_Kill_Rank_Notification        = true;
    DMS_Show_Party_Kill_Notification    = true;                        // Whether or not to show in chat when a party member kills an AI.

    DMS_Spawn_AI_With_Money                = true;                        // Whether or not to spawn AI with money that can be looted from the body.
    DMS_AIMoney_PopulationMultiplier    = 5;                        // This determines how much EXTRA money an AI will have on his body. For example, setting this to 5 and having a server population of 30 means the AI will have an extra 150 poptabs on the body. Set to 0 to disable.

    DMS_GiveMoneyToPlayer_OnAIKill        = true;                        // Whether or not to give money directly to players when they kill AI (old method of giving money).
    DMS_GiveRespectToPlayer_OnAIKill    = true;                        // Whether or not to give respect to players when they kill AI.

    DMS_Bandit_Soldier_MoneyGain        = 50;                        // The amount of Poptabs gained for killing a bandit soldier
    DMS_Bandit_Soldier_RepGain            = 10;                        // The amount of Respect gained for killing a bandit soldier
    DMS_Bandit_Soldier_RankGain            = 15;
    DMS_Bandit_Soldier_SpawnMoney        = 50;                        // The amount of Poptabs carried by a bandit soldier

    DMS_Bandit_Static_MoneyGain            = 75;                        // The amount of Poptabs gained for killing a bandit static gunner
    DMS_Bandit_Static_RepGain            = 15;                        // The amount of Respect gained for killing a bandit static gunner
    DMS_Bandit_Static_RankGain            = 30;
    DMS_Bandit_Static_SpawnMoney        = 75;                        // The amount of Poptabs carried by a bandit static gunner

    DMS_Bandit_Vehicle_MoneyGain        = 100;                        // The amount of Poptabs gained for killing a bandit vehicle crew member
    DMS_Bandit_Vehicle_RepGain            = 25;                        // The amount of Respect gained for killing a bandit vehicle crew member
    DMS_Bandit_Vehicle_RankGain            = 50;
    DMS_Bandit_Vehicle_SpawnMoney        = 100;                        // The amount of Poptabs carried by a bandit vehicle crew member

/* DonkeyPunchDMS Custom Settings for Hero AI*/
    DMS_Hero_Soldier_MoneyGain            = 100;                        // The amount of Poptabs gained for killing a hero soldier
    DMS_Hero_Soldier_RepGain            = 20;                        // The amount of Respect gained for killing a hero soldier
    DMS_Hero_Soldier_RankGain            = -30;
    DMS_Hero_Soldier_SpawnMoney            = 100;                        // The amount of Poptabs carried by a hero soldier

    DMS_Hero_Static_MoneyGain            = 120;                        // The amount of Poptabs gained for killing a hero static gunner
    DMS_Hero_Static_RepGain                = 30;                        // The amount of Respect gained for killing a hero static gunner
    DMS_Hero_Static_RankGain            = -60;
    DMS_Hero_Static_SpawnMoney            = 120;                        // The amount of Poptabs carried by a hero static gunner

    DMS_Hero_Vehicle_MoneyGain            = 200;                        // The amount of Poptabs gained for killing a hero vehicle crew member
    DMS_Hero_Vehicle_RepGain            = 50;                        // The amount of Respect gained for killing a hero vehicle crew member
    DMS_Hero_Vehicle_RankGain            = -100;
    DMS_Hero_Vehicle_SpawnMoney            = 200;                        // The amount of Poptabs carried by a hero vehicle crew member
/* DonkeyPunchDMS Custom Settings for Survivor AI*/
    DMS_Survivor_Soldier_MoneyGain        = -100;                        // The amount of Poptabs gained for killing a Survivor soldier
    DMS_Survivor_Soldier_RepGain        = -100;                        // The amount of Respect gained for killing a Survivor soldier
    DMS_Survivor_Soldier_RankGain        = -250;
    DMS_Survivor_Soldier_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor soldier

    DMS_Survivor_Static_MoneyGain        = -100;                        // The amount of Poptabs gained for killing a Survivor static gunner
    DMS_Survivor_Static_RepGain            = -100;                        // The amount of Respect gained for killing a Survivor static gunner
    DMS_Survivor_Static_RankGain        = -400;
    DMS_Survivor_Static_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor static gunner

    DMS_Survivor_Vehicle_MoneyGain        = -500;                        // The amount of Poptabs gained for killing a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RepGain        = -100;                        // The amount of Respect gained for killing a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RankGain        = -600;
    DMS_Survivor_Vehicle_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor vehicle crew member

    DMS_AIKill_DistanceBonusMinDistance    = 100;                        // Minimum distance from the player to the AI to apply the distance bonus.
    DMS_AIKill_DistanceBonusCoefficient    = 0.05;                        // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.

    DMS_Diff_RepOrTabs_on_roadkill         = true;                        // Whether or not you want to use different values for giving respect/poptabs when you run an AI over. Default values are NEGATIVE. This means player will LOSE respect or poptabs.
    DMS_Bandit_Soldier_RoadkillMoney    = -10;                        // The amount of Poptabs gained/lost for running over a bandit soldier
    DMS_Bandit_Soldier_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit soldier
    DMS_Bandit_Soldier_RoadkillRank        = 20;
    DMS_Bandit_Static_RoadkillMoney        = -10;                        // The amount of Poptabs gained/lost for running over a bandit static gunner
    DMS_Bandit_Static_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit static gunner
    DMS_Bandit_Static_RoadkillRank        = 30;
    DMS_Bandit_Vehicle_RoadkillMoney    = -10;                        // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
    DMS_Bandit_Vehicle_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit vehicle crew member
    DMS_Bandit_Vehicle_RoadkillRank        = 50;
/* DonkeyPunchDMS Custom RoadKill Settings for Hero AI*/
    DMS_Hero_Soldier_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero soldier
    DMS_Hero_Soldier_RoadkillRep        = 10;                        // The amount of Respect gained/lost for running over a hero soldier
    DMS_Hero_Soldier_RoadkillRank        = -40;
    DMS_Hero_Static_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero static gunner
    DMS_Hero_Static_RoadkillRep            = 10;                        // The amount of Respect gained/lost for running over a hero static gunner
    DMS_Hero_Static_RoadkillRank        = -60;
    DMS_Hero_Vehicle_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero vehicle crew member
    DMS_Hero_Vehicle_RoadkillRep        = 10;                        // The amount of Respect gained/lost for running over a hero vehicle crew member
    DMS_Hero_Vehicle_RoadkillRank        = -100;
/* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
    DMS_Survivor_Soldier_RoadkillMoney    = -200;                        // The amount of Poptabs gained/lost for running over a Survivor soldier
    DMS_Survivor_Soldier_RoadkillRep    = -200;                        // The amount of Respect gained/lost for running over a Survivor soldier
    DMS_Survivor_Soldier_RoadkillRank    = -200;
    DMS_Survivor_Static_RoadkillMoney    = -200;                        // The amount of Poptabs gained/lost for running over a Survivor static gunner
    DMS_Survivor_Static_RoadkillRep        = -200;                        // The amount of Respect gained/lost for running over a Survivor static gunner
    DMS_Survivor_Static_RoadkillRank    = -200;
    DMS_Survivor_Vehicle_RoadkillMoney    = -500;                        // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RoadkillRep    = -100;                        // The amount of Respect gained/lost for running over a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RoadkillRank    = -100;

    DMS_banditSide                        = EAST;                        // The side (team) that AI Bandits will spawn on
/* DonkeyPunchDMS Custom Side Factions */
    DMS_heroSide                        = WEST;                        // The side (team) that AI Heros will spawn on
    DMS_survivorSide                    = CIV;                        // The side (team) that AI Survivor will spawn on

    DMS_clear_AI_body                    = false;                    // Clear AI body as soon as they die
    DMS_clear_AI_body_chance            = 50;                        // Percentage chance that AI bodies will be cleared when they die
    DMS_ai_disable_ramming_damage         = true;                        // Disables damage due to ramming into AI. !!!NOTE: THIS WILL NOT BE RELIABLE WITH "DMS_ai_offload_to_client"!!!
    DMS_remove_roadkill                    = true;                     // Remove gear from AI bodies that are roadkilled
    DMS_remove_roadkill_chance            = 50;                        // Percentage chance that roadkilled AI bodies will be deleted
    DMS_explode_onRoadkill                = true;                        // Whether or not to spawn an explosion when an AI gets run over. It will likely take out the 2 front wheels. Should help mitigate the ineffective AI vs. striders issue ;)
    DMS_RemoveNVG                        = false;                    // Remove NVGs from AI bodies

    DMS_MaxAIDistance                    = 500;                        // The maximum distance an AI unit can be from a mission before he is killed. Helps with AI running away and forcing the mission to keep running. Set to 0 if you don't want it.
    DMS_AIDistanceCheckFrequency        = 60;                        // How often to check within DMS_fnc_TargetsKilled whether or not the AI is out of the maximum radius. Lower values increase frequency and increase server load, greater values decrease frequency and may cause longer delays for "runaway" AI.

    DMS_ai_offload_to_client            = true;                        // Offload spawned AI groups to random clients. Helps with server performance.
    DMS_ai_offload_Only_DMS_AI            = false;                    // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
    DMS_ai_offload_notifyClient            = false;                    // Notify the client when AI has been offloaded to the client.

    DMS_ai_allowFreezing                = true;                        // Whether or not to "freeze" AI that are a certain distance away from players (and therefore inactive).
    DMS_ai_freeze_Only_DMS_AI            = false;                    // Whether or not to "freeze" AI that are not spawned by DMS.
    DMS_ai_freezingDistance                = 3500;                        // If there are no players within this distance of the leader of an AI group, then the AI group will be "frozen".
    DMS_ai_unfreezingDistance            = 3500;                        // If there are players within this distance of the leader of an AI group, then the AI group will be "un-frozen".
    DMS_ai_offloadOnUnfreeze            = true;                        // Whether or not to offload AI to clients once they have been "un-frozen". NOTE: This config will be ignored if "DMS_ai_offload_to_client" is set to false.
    DMS_ai_freezeCheckingDelay            = 15;                        // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
    DMS_ai_freezeOnSpawn                = true;                        // Whether or not to freeze an AI group when initially spawned.

    DMS_ai_share_info                    = true;                         // Share info about killer
    DMS_ai_share_info_distance            = 25;                        // The distance killer's info will be shared to other AI

    DMS_ai_nighttime_accessory_chance    = 75;                        // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
    DMS_ai_enable_water_equipment        = true;                        // Enable/disable overriding default weapons of an AI if it spawns on/in water

    // https://community.bistudio.com/wiki/AI_Sub-skills#general
    DMS_ai_skill_static                    = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];    // Static AI Skills
    DMS_ai_skill_easy                    = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]];    // Easy
    DMS_ai_skill_moderate                = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]];    // Moderate
    DMS_ai_skill_difficult                = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]];     // Difficult
    DMS_ai_skill_hardcore                = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.80]];     // Hardcore
    DMS_ai_skill_random                    = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"];    // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy
    DMS_ai_skill_randomDifficult        = ["hardcore","hardcore","difficult","difficult","difficult"];    // 60% chance for "difficult", 40% chance for "hardcore" AI.
    DMS_ai_skill_randomEasy                = ["moderate","moderate","easy","easy","easy"];                    // 60% chance for "easy", 40% chance for "moderate" AI.
    DMS_ai_skill_randomIntermediate        = ["difficult","difficult","moderate","moderate","moderate"];    // 60% chance for "moderate", 40% chance for "difficult" AI.
    DMS_AI_WP_Radius_easy                = 20;                        // Waypoint radius for "easy" AI.
    DMS_AI_WP_Radius_moderate            = 30;                        // Waypoint radius for "moderate" AI.
    DMS_AI_WP_Radius_difficult            = 50;                        // Waypoint radius for "difficult" AI.
    DMS_AI_WP_Radius_hardcore            = 75;                        // Waypoint radius for "hardcore" AI.
    DMS_AI_AimCoef_easy                    = 0.9;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
    DMS_AI_AimCoef_moderate                = 0.65;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
    DMS_AI_AimCoef_difficult            = 0.4;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
    DMS_AI_AimCoef_hardcore                = 0.15;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
    DMS_AI_EnableStamina_easy            = true;                        // Whether or not to keep the stamina system for "easy" AI.
    DMS_AI_EnableStamina_moderate        = true;                        // Whether or not to keep the stamina system for "moderate" AI.
    DMS_AI_EnableStamina_difficult        = false;                    // Whether or not to keep the stamina system for "difficult" AI.
    DMS_AI_EnableStamina_hardcore        = false;                    // Whether or not to keep the stamina system for "hardcore" AI.
    DMS_AI_WP_Radius_base                = 5;                        // Waypoint radius for AI in bases.
    DMS_AI_WP_Radius_heli                = 500;                        // Waypoint radius for AI in helis.

    DMS_AI_destroyVehicleChance            = 65;                        // Percent chance that an AI vehicle will be destroyed after the AI have been killed. Set to 100 for always, or 0 for never.

    DMS_AI_destroyStaticWeapon            = true;                        // Whether or not to destroy static HMGs after AI death.
    DMS_AI_destroyStaticWeapon_chance    = 95;                        // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)

    DMS_static_weapons =                [                            // Static weapons for AI
                                            "O_HMG_01_high_F"
                                        ];

    DMS_ai_default_items =                [                            // Toolbelt items each AI will spawn with
                                            "ItemWatch",
                                            "ItemMap",
                                            "ItemCompass",
                                            "ItemRadio"
                                        ];

    DMS_ai_BipodList =                    [
                                            "bipod_01_F_blk",
                                            "bipod_01_F_mtp",
                                            "bipod_01_F_snd",
                                            "bipod_02_F_blk",
                                            "bipod_02_F_hex",
                                            "bipod_02_F_tan",
                                            "bipod_03_F_blk",
                                            "bipod_03_F_oli"
                                        ];

    //Assault Class
    DMS_assault_weps =                    [                            // Assault Rifles
                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "arifle_AK12_F",
                                            "arifle_ARX_ghex_F",
                                            "arifle_CTAR_blk_F",
                                            "arifle_SPAR_01_khk_F",
                                            "arifle_SPAR_03_khk_F",
                                            #endif
                                            "arifle_Katiba_GL_F",
                                            "arifle_MX_GL_Black_F",
                                            "arifle_Mk20_GL_F",
                                            "arifle_TRG21_GL_F",
                                            "arifle_Katiba_F",
                                            "arifle_MX_Black_F",
                                            "arifle_TRG21_F",
                                            "arifle_TRG20_F",
                                            "arifle_Mk20_plain_F",
                                            "arifle_Mk20_F",
                                            "Exile_Weapon_AK107",
                                            "Exile_Weapon_AK107_GL",
                                            "Exile_Weapon_AK74_GL",
                                            "Exile_Weapon_AK47",
                                            "Exile_Weapon_AKS_Gold"
                                        ];
    DMS_assault_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold"
                                        ];
    DMS_assault_optics =                [                            // Optics for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_ERCO_khk_F",
                                            "optic_Holosight_blk_F",
                                            #endif
                                            "optic_Arco",
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO",
                                            "optic_DMS"
                                        ];
    DMS_assault_optic_chance            = 75;                        // Percentage chance that an Assault Class AI will get an optic
    DMS_assault_bipod_chance            = 25;                        // Percentage chance that an Assault Class AI will get a bipod
    DMS_assault_suppressor_chance        = 25;                        // Percentage chance that an Assault Class AI will get a suppressor

    DMS_assault_items =                    [                            // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_BBQSandwich",
                                            "Exile_Item_Energydrink"
                                        ];
    DMS_assault_equipment =                [                            // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
                                            "ItemGPS"
                                        ];
    DMS_assault_RandItemCount =            2;                            // How many random items to add to the AI's inventory.
    DMS_assault_RandItems =                [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_EnergyDrink",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Bandage"
                                        ];
    DMS_assault_helmets    =                [                            // Helmets for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "H_HelmetB_TI_tna_F",
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetCrew_O_ghex_F",
                                            #endif
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_assault_clothes    =                [                            // Uniforms for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Soldier_F",
                                            "U_B_T_Soldier_SL_F",
                                            "U_B_CTRG_Soldier_F",
                                            "U_O_V_Soldier_Viper_F",
                                            "U_I_C_Soldier_Bandit_2_F",
                                            "U_I_C_Soldier_Camo_F",
                                            "U_B_CTRG_Soldier_urb_1_F",
                                            #endif
                                            "U_O_CombatUniform_ocamo",
                                            "U_O_PilotCoveralls",
                                            //"U_B_Wetsuit",
                                            "U_BG_Guerilla3_1",
                                            "U_BG_Guerilla2_3",
                                            "U_BG_Guerilla2_2",
                                            "U_BG_Guerilla1_1",
                                            "U_BG_Guerrilla_6_1",
                                            "U_IG_Guerilla3_2",
                                            "U_B_SpecopsUniform_sgg",
                                            "U_I_OfficerUniform",
                                            "U_B_CTRG_3",
                                            "U_I_G_resistanceLeader_F"
                                        ];
    DMS_assault_vests =                    [                            // Vests for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_TacChestrig_grn_F",
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_TacVest_gen_F",
                                            "V_PlateCarrier1_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl"
                                        ];
    DMS_assault_backpacks =                [                            // Backpacks for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_FieldPack_ghex_F",
                                            "B_ViperLightHarness_khk_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_FieldPack_oucamo",
                                            "B_FieldPack_cbr",
                                            "B_Bergen_blk"
                                        ];

    //Machine Gun Class
    DMS_MG_weps    =                        [                            // Machine Guns
                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "MMG_01_hex_F",
                                            "MMG_02_black_F",
                                            #endif

                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "LMG_03_F",
                                            #endif
                                            "LMG_Zafir_F",
                                            "LMG_Mk200_F",
                                            "arifle_MX_SW_Black_F",
                                            "Exile_Weapon_RPK",
                                            "Exile_Weapon_PKP"
                                        ];
    DMS_MG_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold"
                                        ];
    DMS_MG_optics =                        [                            //    Optics for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_ERCO_khk_F",
                                            "optic_DMS_ghex_F",
                                            "optic_Arco_blk_F",
                                            #endif
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO"
                                        ];
    DMS_MG_optic_chance                    = 50;                        // Percentage chance that an MG Class AI will get an optic
    DMS_MG_bipod_chance                    = 90;                        // Percentage chance that an MG Class AI will get a bipod
    DMS_MG_suppressor_chance            = 10;                        // Percentage chance that an MG Class AI will get a suppressor

    DMS_MG_items =                        [                            // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_CookingPot"
                                        ];
    DMS_MG_equipment =                    [                            // Equipment for MG Class AI (stuff that goes in toolbelt slots)
                                            "Binocular"
                                        ];
    DMS_MG_RandItemCount =                3;                            // How many random items to add to the AI's inventory.
    DMS_MG_RandItems =                    [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_EMRE",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Instadoc"
                                        ];
    DMS_MG_helmets =                    [                            // Helmets for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "H_HelmetB_TI_tna_F",
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetLeaderO_ghex_F",
                                            "H_HelmetCrew_O_ghex_F",
                                            #endif
                                            "H_PilotHelmetHeli_I",
                                            "H_PilotHelmetHeli_O",
                                            "H_PilotHelmetFighter_I",
                                            "H_PilotHelmetFighter_O",
                                            "H_HelmetCrew_O",
                                            "H_CrewHelmetHeli_I",
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_MG_clothes =                    [                            // Uniforms for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Soldier_F",
                                            "U_B_T_Soldier_SL_F",
                                            "U_B_CTRG_Soldier_F",
                                            "U_O_V_Soldier_Viper_F",
                                            "U_I_C_Soldier_Bandit_2_F",
                                            "U_I_C_Soldier_Camo_F",
                                            "U_B_CTRG_Soldier_urb_1_F",
                                            #endif
                                            "U_O_CombatUniform_ocamo",
                                            "U_O_PilotCoveralls",
                                            //"U_B_Wetsuit",
                                            "U_BG_Guerilla3_1",
                                            "U_BG_Guerilla2_3",
                                            "U_BG_Guerilla2_2",
                                            "U_BG_Guerilla1_1",
                                            "U_BG_Guerrilla_6_1",
                                            "U_IG_Guerilla3_2",
                                            "U_B_SpecopsUniform_sgg",
                                            "U_I_OfficerUniform",
                                            "U_B_CTRG_3",
                                            "U_I_G_resistanceLeader_F"
                                        ];
    DMS_MG_vests =                        [                            // Vests for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_TacChestrig_grn_F",
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_TacVest_gen_F",
                                            "V_PlateCarrier1_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl",
                                            "V_HarnessO_brn",
                                            "V_HarnessO_gry"
                                        ];
    DMS_MG_backpacks =                    [                            // Backpacks for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_Carryall_ghex_F",
                                            "B_ViperHarness_ghex_F",
                                            "B_ViperLightHarness_ghex_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_Bergen_blk"
                                        ];

    //Sniper Class
    DMS_sniper_weps =                    [                            // Sniper Rifles
                                            "srifle_EBR_F",
                                            "srifle_GM6_F",
                                            "srifle_LRR_F",
                                            "arifle_MXM_Black_F",
                                            "srifle_DMR_01_F",
                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "srifle_DMR_02_F",
                                            "srifle_DMR_03_woodland_F",
                                            //"srifle_DMR_04_F",            // Does anybody like the ASP-1? :P
                                            "srifle_DMR_05_blk_F",
                                            "srifle_DMR_06_olive_F",
                                            #endif

                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "srifle_DMR_07_ghex_F",
                                            #endif
                                            "Exile_Weapon_DMR",
                                            "Exile_Weapon_SVD",
                                            "Exile_Weapon_VSSVintorez"
                                        ];
    DMS_sniper_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "hgun_Pistol_01_F",
                                            #endif
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold"
                                        ];
    DMS_sniper_optics =                    [                            // Optics for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_SOS_khk_F",
                                            "optic_DMS_ghex_F",
                                            "optic_LRPS_tna_F",
                                            #endif

                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "optic_AMS_khk",
                                            #endif
                                            "optic_SOS",
                                            "optic_DMS",
                                            "optic_LRPS"
                                        ];
    DMS_sniper_optic_chance                = 100;                        // Percentage chance that a Sniper Class AI will get an optic
    DMS_sniper_bipod_chance                = 90;                        // Percentage chance that a Sniper Class AI will get a bipod
    DMS_sniper_suppressor_chance        = 15;                        // Percentage chance that a Sniper Class AI will get a suppressor

    DMS_sniper_items =                    [                            // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_Matches"
                                        ];
    DMS_sniper_equipment =                [                            // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
                                            "Rangefinder",
                                            "ItemGPS"
                                        ];
    DMS_sniper_RandItemCount =            3;                            // How many random items to add to the AI's inventory.
    DMS_sniper_RandItems =                [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_EMRE",
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_CanOpener",
                                            "Exile_Item_Instadoc",
                                            "Exile_Item_DuctTape"
                                        ];
    DMS_sniper_helmets =                [                            // Helmets for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            //"H_HelmetO_ViperSP_ghex_F",            // Special helmet with in-built NVGs and thermal :o
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetLeaderO_ghex_F",
                                            #endif
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_sniper_clothes =                [                            // Uniforms for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Sniper_F",
                                            "U_B_T_FullGhillie_tna_F",                // Invisible to thermal? 0_o
                                            "U_O_T_Sniper_F",
                                            "U_O_T_FullGhillie_tna_F",
                                            #endif
                                            "U_O_GhillieSuit",
                                            "U_B_FullGhillie_ard",
                                            "U_B_FullGhillie_lsh",
                                            "U_B_FullGhillie_sard",
                                            "U_B_GhillieSuit",
                                            "U_I_FullGhillie_ard",
                                            "U_I_FullGhillie_lsh",
                                            "U_I_FullGhillie_sard",
                                            "U_I_GhillieSuit",
                                            "U_O_FullGhillie_ard",
                                            "U_O_FullGhillie_lsh",
                                            "U_O_FullGhillie_sard"
                                        ];
    DMS_sniper_vests =                    [                            // Vests for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_PlateCarrier2_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl",
                                            "V_HarnessO_brn",
                                            "V_HarnessO_gry"
                                        ];
    DMS_sniper_backpacks =                [                            // Backpacks for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_Bergen_hex_F",
                                            "B_Carryall_ghex_F",
                                            "B_ViperHarness_ghex_F",
                                            "B_ViperHarness_blk_F",
                                            "B_ViperLightHarness_ghex_F",
                                            "B_ViperLightHarness_khk_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_Bergen_blk"
                                        ];

    DMS_ai_SupportedClasses =            [                            // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
                                            "assault",
                                            "MG",
                                            "sniper"
                                        ];

    DMS_ai_SupportedRandomClasses =     [                            // Allowed "random" AI presets here if you want to create different random presets.
                                            "random",
                                            "random_non_assault",
                                            "random_non_MG",
                                            "random_non_sniper"
                                        ];

    DMS_random_AI =                        [                            // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
                                            "assault",
                                            "assault",
                                            "assault",
                                            "MG",
                                            "sniper"
                                        ];

    DMS_random_non_assault_AI =            [                            // Random AI preset that excludes the "assault" class
                                            "MG",
                                            "MG",
                                            "sniper"
                                        ];

    DMS_random_non_MG_AI =                [                            // Random AI preset that excludes the "MG" class
                                            "assault",
                                            "assault",
                                            "sniper"
                                        ];

    DMS_random_non_sniper_AI =            [                            // Random AI preset that excludes the "sniper" class
                                            "assault",
                                            "assault",
                                            "MG"
                                        ];

    DMS_ai_use_launchers                = true;                        // Enable/disable spawning an AI in a group with a launcher
    DMS_ai_launchers_per_group            = 2;                        // How many units per AI group can get a launcher.
    DMS_ai_use_launchers_chance            = 50;                        // Percentage chance to actually spawn the launcher (per-unit). With "DMS_ai_launchers_per_group" set to 2, and "DMS_ai_use_launchers_chance" set to 50, there will be an average of 1 launcher per group.
    DMS_AI_launcher_ammo_count            = 2;                        // How many rockets an AI will get with its launcher
    DMS_ai_remove_launchers                = true;                        // Remove rocket launchers on AI death

    DMS_AI_wep_launchers_AT =            [                            // AT Launchers
                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "launch_RPG7_F",
                                            #endif
                                            "launch_NLAW_F",
                                            "launch_RPG32_F",
                                            "launch_B_Titan_short_F"
                                        ];
    DMS_AI_wep_launchers_AA =            [                            // AA Launchers
                                            "launch_B_Titan_F"
                                        ];

    DMS_RHeli_Height                    = 500;                        // Altitude of the heli when flying to drop point.
    DMS_RHeli_MinDistFromDrop            = 500;                        // Minimum distance for the reinforcement heli to spawn from drop point.
    DMS_RHeli_MaxDistFromDrop            = 5000;                        // Maximum distance for the reinforcement heli to spawn from drop point.
    DMS_RHeli_MinDistFromPlayers        = 1000;                        // Minimum distance for the reinforcement heli to spawn from players.

/* AI Settings */


/* Loot Settings */
    DMS_GodmodeCrates                     = true;                        // Whether or not crates will have godmode after being filled with loot.
    DMS_MinimumMagCount                    = 3;                        // Minimum number of magazines for weapons.
    DMS_MaximumMagCount                    = 5;                        // Maximum number of magazines for weapons.
    DMS_CrateCase_Sniper =                [                            // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
                                            [
                                                ["Rangefinder",1],
                                                ["srifle_GM6_F",1],
                                                ["srifle_LRR_F",1],
                                                ["srifle_EBR_F",1],
                                                ["hgun_Pistol_heavy_01_F",1],
                                                ["hgun_PDW2000_F",1]
                                            ],
                                            [
                                                ["ItemGPS",1],
                                                ["U_B_FullGhillie_ard",1],
                                                ["U_I_FullGhillie_lsh",1],
                                                ["U_O_FullGhillie_sard",1],
                                                ["U_O_GhillieSuit",1],
                                                ["V_PlateCarrierGL_blk",1],
                                                ["V_HarnessO_brn",1],
                                                ["Exile_Item_InstaDoc",3],
                                                ["Exile_Item_Surstromming_Cooked",5],
                                                ["Exile_Item_PlasticBottleFreshWater",5],
                                                ["optic_DMS",1],
                                                ["acc_pointer_IR",1],
                                                ["muzzle_snds_B",1],
                                                ["optic_LRPS",1],
                                                ["optic_MRD",1],
                                                ["muzzle_snds_acp",1],
                                                ["optic_Holosight_smg",1],
                                                ["muzzle_snds_L",1],
                                                ["5Rnd_127x108_APDS_Mag",3],
                                                ["7Rnd_408_Mag",3],
                                                ["20Rnd_762x51_Mag",5],
                                                ["11Rnd_45ACP_Mag",3],
                                                ["30Rnd_9x21_Mag",3]
                                            ],
                                            [
                                                ["B_Carryall_cbr",1],
                                                ["B_Kitbag_mcamo",1]
                                            ]
                                        ];
    DMS_BoxWeapons =                    [                            // List of weapons that can spawn in a crate
                                            #ifdef USE_MARKSMAN_DLC_WEAPONS_IN_CRATES
                                            "srifle_DMR_02_F",
                                            "srifle_DMR_03_woodland_F",
                                            //"srifle_DMR_04_F",            // ASP-1 Kir
                                            "srifle_DMR_05_blk_F",
                                            "srifle_DMR_06_olive_F",
                                            "MMG_01_hex_F",
                                            "MMG_02_black_F",
                                            #endif

                                            #ifdef USE_APEX_WEAPONS_IN_CRATES
                                            "arifle_AK12_F",
                                            "arifle_ARX_ghex_F",
                                            "arifle_CTAR_blk_F",
                                            "arifle_SPAR_01_khk_F",
                                            "arifle_SPAR_03_khk_F",
                                            //"srifle_DMR_07_ghex_F",                // Oh great, a 6.5mm 20 round sniper rifle... because everybody wanted a nerfed MXM :P
                                            "LMG_03_F",
                                            #endif
                                            "Exile_Melee_Axe",
                                            "Exile_Melee_SledgeHammer",
                                            //"Exile_Melee_Shovel",                    // Not really interesting for players...
                                            "arifle_Katiba_GL_F",
                                            "arifle_MX_GL_Black_F",
                                            "arifle_Mk20_GL_F",
                                            "arifle_TRG21_GL_F",
                                            "arifle_Katiba_F",
                                            "arifle_MX_Black_F",
                                            "arifle_TRG21_F",
                                            "arifle_TRG20_F",
                                            "arifle_Mk20_plain_F",
                                            "arifle_Mk20_F",
                                            "Exile_Weapon_AK107",
                                            "Exile_Weapon_AK107_GL",
                                            "Exile_Weapon_AK74_GL",
                                            "Exile_Weapon_AK47",
                                            "Exile_Weapon_AKS_Gold",
                                            "LMG_Zafir_F",
                                            "LMG_Mk200_F",
                                            "arifle_MX_SW_Black_F",
                                            "Exile_Weapon_RPK",
                                            "Exile_Weapon_PK",
                                            "Exile_Weapon_PKP",
                                            "srifle_EBR_F",
                                            "srifle_DMR_01_F",
                                            "srifle_GM6_F",
                                            "srifle_LRR_F",
                                            "arifle_MXM_Black_F",
                                            "Exile_Weapon_DMR",
                                            "Exile_Weapon_SVD",
                                            "Exile_Weapon_VSSVintorez",
                                            "Exile_Weapon_CZ550",
                                            "Exile_Weapon_SVDCamo"
                                        ];
    DMS_BoxFood =                        [                            // List of food that can spawn in a crate.
                                            "Exile_Item_GloriousKnakworst_Cooked",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_SausageGravy_Cooked",
                                            "Exile_Item_ChristmasTinner_Cooked",
                                            "Exile_Item_BBQSandwich_Cooked",
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_DogFood_Cooked",
                                            "Exile_Item_EMRE",
                                            "Exile_Item_BeefParts",
                                            "Exile_Item_Noodles",
                                            "Exile_Item_SeedAstics",
                                            "Exile_Item_Raisins",
                                            "Exile_Item_Moobar",
                                            "Exile_Item_InstantCoffee"
                                        ];
    DMS_BoxDrinks =                        [
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_EnergyDrink",
                                            "Exile_Item_MountainDupe",
                                            "Exile_Item_ChocolateMilk"
                                        ];
    DMS_BoxMeds =                        [
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Bandage"
                                        ];
    DMS_BoxSurvivalSupplies    =            [                            //List of survival supplies (food/drink/meds) that can spawn in a crate. "DMS_BoxFood", "DMS_BoxDrinks", and "DMS_BoxMeds" is automatically added to this list.
                                            "Exile_Item_Matches",
                                            "Exile_Item_CookingPot",
                                            "Exile_Melee_Axe",
                                            "Exile_Item_CanOpener"
                                        ] + DMS_BoxFood + DMS_BoxDrinks + DMS_BoxMeds;
    DMS_Box_BaseParts_Wood =            [                            // List of wooden base parts.
                                            "Exile_Item_WoodWallKit",
                                            "Exile_Item_WoodWallHalfKit",
                                            "Exile_Item_WoodWindowKit",
                                            "Exile_Item_WoodDoorKit",
                                            "Exile_Item_WoodDoorwayKit",
                                            "Exile_Item_WoodGateKit",
                                            "Exile_Item_WoodFloorKit",
                                            "Exile_Item_WoodFloorPortKit",
                                            "Exile_Item_WoodStairsKit"
                                        ];
    DMS_Box_BaseParts_Concrete =        [                            // List of concrete base parts
                                            "Exile_Item_ConcreteWallKit",
                                            "Exile_Item_ConcreteWindowKit",
                                            "Exile_Item_ConcreteDoorKit",
                                            "Exile_Item_ConcreteDoorwayKit",
                                            "Exile_Item_ConcreteGateKit",
                                            "Exile_Item_ConcreteFloorKit",
                                            "Exile_Item_ConcreteFloorPortKit",
                                            "Exile_Item_ConcreteStairsKit"
                                        ];
    DMS_BoxBaseParts =                    [                            // List of all base parts to spawn. Weighted towards wood base parts.
                                            "Exile_Item_FortificationUpgrade",
                                            "Exile_Item_FortificationUpgrade",
                                            "Exile_Item_SandBagsKit_Long",
                                            "Exile_Item_SandBagsKit_Long",
                                            "Exile_Item_SandBagsKit_Corner",
                                            "Exile_Item_SandBagsKit_Corner",
                                            "Exile_Item_HBarrier5Kit"
                                        ] + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Concrete;
    DMS_BoxCraftingMaterials =            [
                                            "Exile_Item_Cement",
                                            "Exile_Item_Sand",
                                            "Exile_Item_Sand",
                                            "Exile_Item_WaterCanisterDirtyWater",
                                            "Exile_Item_MetalBoard",
                                            "Exile_Item_MetalPole",
                                            "Exile_Item_MetalPole",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank"
                                        ];
    DMS_BoxTools =                        [
                                            "Exile_Item_Grinder",
                                            "Exile_Item_Handsaw",
                                            "Exile_Item_CanOpener",
                                            "Exile_Item_Pliers",
                                            "Exile_Item_Screwdriver",
                                            "Exile_Item_Foolbox"
                                        ];
    DMS_BoxBuildingSupplies    =            [                            // List of building supplies that can spawn in a crate ("DMS_BoxBaseParts", "DMS_BoxCraftingMaterials", and "DMS_BoxTools" are automatically added to this list. "DMS_BoxCraftingMaterials" is added twice for weight.)
                                            "Exile_Item_DuctTape",
                                            "Exile_Item_PortableGeneratorKit"
                                        ] + DMS_BoxBaseParts + DMS_BoxCraftingMaterials + DMS_BoxCraftingMaterials + DMS_BoxTools;
    DMS_BoxOptics =                        [                            // List of optics that can spawn in a crate
                                            "optic_Arco",
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO",
                                            "optic_SOS",
                                            "optic_DMS",
                                            "optic_LRPS",
                                            "optic_Nightstalker"            // Nightstalker scope lost thermal in Exile v0.9.4
                                        ];
    DMS_BoxBackpacks =                    [                            //List of backpacks that can spawn in a crate
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_FieldPack_oucamo",
                                            "B_FieldPack_cbr",
                                            "B_Bergen_blk"
                                        ];
    DMS_BoxItems                        = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics;    // Random "items" can spawn optics, survival supplies, or building supplies

    DMS_Box_BreachingCharges =            [                            // List of breaching charges (weighted). Not used (yet).
                                            "BreachingChargeBigMomma",
                                            "BreachingChargeMetal",
                                            "BreachingChargeMetal",
                                            "BreachingChargeWood",
                                            "BreachingChargeWood",
                                            "BreachingChargeWood"
                                        ];

    DMS_RareLoot                        = true;                        // Potential chance to spawn rare loot in any crate.
    DMS_RareLootAmount                    = 1;                        // How many rare loot items to add.
    DMS_RareLootList =                    [                            // List of rare loot to spawn
                                            "Exile_Item_SafeKit",
                                            "Exile_Item_CodeLock"
                                        ];
    DMS_RareLootChance                    = 10;                        // Percentage Chance to spawn rare loot in any crate | Default: 10%

    // Vehicles
    DMS_ArmedVehicles =                    [                            // List of armed vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_LSV_01_armed_F",
                                            "O_T_LSV_02_armed_F",
                                            #endif
                                            "Exile_Car_Offroad_Armed_Guerilla01"
                                        ];

    DMS_MilitaryVehicles =                [                            // List of (unarmed) military vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_LSV_01_unarmed_F",
                                            "O_T_LSV_02_unarmed_F",
                                            #endif
                                            "Exile_Car_Strider",
                                            "Exile_Car_Hunter",
                                            "Exile_Car_Ifrit"
                                        ];

    DMS_TransportTrucks =                [                            // List of transport trucks that can spawn
                                            "Exile_Car_Van_Guerilla01",
                                            "Exile_Car_Zamak",
                                            "Exile_Car_Tempest",
                                            "Exile_Car_HEMMT",
                                            "Exile_Car_Ural_Open_Military",
                                            "Exile_Car_Ural_Covered_Military"
                                        ];

    DMS_RefuelTrucks =                    [                            // List of refuel trucks that can spawn
                                            "Exile_Car_Van_Fuel_Black",
                                            "Exile_Car_Van_Fuel_White",
                                            "Exile_Car_Van_Fuel_Red",
                                            "Exile_Car_Van_Fuel_Guerilla01",
                                            "Exile_Car_Van_Fuel_Guerilla02",
                                            "Exile_Car_Van_Fuel_Guerilla03"
                                        ];

    DMS_CivilianVehicles =                [                            // List of civilian vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "C_Offroad_02_unarmed_F",
                                            "I_C_Van_01_transport_F",
                                            #endif
                                            "Exile_Car_SUV_Red",
                                            "Exile_Car_Hatchback_Rusty1",
                                            "Exile_Car_Hatchback_Rusty2",
                                            "Exile_Car_Hatchback_Sport_Red",
                                            "Exile_Car_SUV_Red",
                                            "Exile_Car_Offroad_Rusty2",
                                            "Exile_Bike_QuadBike_Fia"
                                        ];

    DMS_TransportHelis =                [                            // List of transport helis that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_VTOL_01_infantry_F",
                                            "O_T_VTOL_02_infantry_F",
                                            #endif
                                            "Exile_Chopper_Hummingbird_Green",
                                            "Exile_Chopper_Orca_BlackCustom",
                                            "Exile_Chopper_Mohawk_FIA",
                                            "Exile_Chopper_Huron_Black",
                                            "Exile_Chopper_Hellcat_Green",
                                            "Exile_Chopper_Taru_Transport_Black"
                                        ];

    DMS_ReinforcementHelis =            [                            // List of helis that can spawn for AI paratrooper reinforcements.
                                            //"B_Heli_Transport_01_camo_F"        // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
                                        ] + DMS_TransportHelis;

    DMS_CarThievesVehicles =            [                            // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
                                            //"Exile_Car_Offroad_Armed_Guerilla01"
                                        ] + DMS_MilitaryVehicles + DMS_TransportTrucks;
/* Loot Settings */
 

Spoiler

////////////////////////////////////////////////////////////////////////
//
//        Exile Occupation by second_coming
//       http://www.exilemod.com/profile/60-second_coming/
//
//      For support, visit:
//     http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
//
//        This script uses the fantastic DMS by Defent and eraser1:
//       http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////

// Shared Config for each occupation monitor

SC_debug                        = false;                    // set to true to turn on debug features (not recommended for live servers) 
SC_useApexClasses               = false;                     // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides              = true;                     // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_extendedLogging              = false;                    // set to true for additional logging

SC_infiSTAR_log                    = false;                    // true Use infiSTAR logging, false logs to server rpt
SC_maxAIcount                    = 100;                        // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers                    = false;                    // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS                        = 5;                        // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI                        = 10;                        // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player

SC_removeUserMapMarkers         = true;                     // true to delete map markers placed by players every 10 seconds

// Distance limits for selecting safe places to spawn AI
SC_minDistanceToSpawnZones      = 750;                      // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders         = 750;                      // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory       = 350;                      // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer          = 250;                      // Minimum distance in metres to the nearest player
SC_useWaypoints                    = true;                     // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_processReporter                = true;                     // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights                   = true;                        // true if you want night time to go faster than daytime
SC_occupyPlaces                 = true;                        // true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders                = true;                        // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic                     = false;                    // true if you want to add AI in specific locations
SC_occupyTransport                 = true;                        // true if you want pubic transport (travels between traders)
SC_occupyLootCrates                = true;                        // true if you want to have random loot crates with guards
SC_occupyRandomSpawn            = false;                       // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary                 = false;                    // true if you want military buildings patrolled
SC_occupyVehicle                = true;                        // true if you want to have roaming AI land vehicles
SC_occupySky                    = true;                        // true if you want to have roaming AI helis
SC_occupySea                    = false;                    // true if you want to have roaming AI boats

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_fastNightsStarts             = 18;                       // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight    = 24;                       // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds               = 6;                        // End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay      = 4;                        // the time multiplier to use during daylight hours (4 = 4x speed)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_randomSpawnMinPlayers        = 1;                        // Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups            = 5;                        // Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize      = 2;                        // Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize      = 6;                        // Maximum amount of random AI groups allowed per group
SC_randomSpawnChance            = 25;                        // Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount        = true;                        // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency            = 3600;                        // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnAnnounce            = true;                        // true if you want a warning toast issued to all players when AI spawns

SC_randomSpawnNearBases            = false;                    // true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns        = false;                    // true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis        = false;                    // true if you want to allow random spawns to target bambis

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Occupy Places Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyPlacesSurvivors        = false;                        // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyTraderDetails          = [
                                    //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
                                    //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
                                    ["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
                                  ];  //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
            
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////    

SC_staticBandits                = [        //[[pos],ai count,radius,search buildings]    
    
                                  ];     
SC_staticSurvivors              = [        //[[pos],ai count,radius,search buildings]
                                        //[[3770,8791,0],8,250,true]    
                                  ];      

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                              
                              
SC_colourTransport              = true;                 // true if you want the public transport coloured
SC_secureTransport              = false;                   // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass         = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only

SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre

SC_TransportAirFixed            = false;                // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints        = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_TransportLandFixed           = false;                // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints       = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Loot Crate Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                


SC_occupyLootCratesStatic       = false;                    // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations    = [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_numberofLootCrates           = 3;                        // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards              = 4;                        // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize     = true;                     // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers        = true;                        // true if you want to have markers on the loot crate spawns

SC_ropeAttach                   = true;                     // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)

// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems               = [
                                    ["Exile_Melee_Axe",1,0],
                                    ["Exile_Item_GloriousKnakworst",1,2],
                                    ["Exile_Item_PlasticBottleFreshWater",1,2],
                                    ["Exile_Item_Beer",5,1],
                                    ["Exile_Item_BaseCameraKit",0,2],
                                    ["Exile_Item_InstaDoc",1,1],
                                    ["Exile_Item_Matches",1,0],
                                    ["Exile_Item_CookingPot",1,0],                      
                                    ["Exile_Item_MetalPole",1,0],
                                    ["Exile_Item_LightBulb",1,0],
                                    ["Exile_Item_FuelCanisterEmpty",1,0],
                                    ["Exile_Item_WoodPlank",0,8],
                                    ["Exile_Item_woodFloorKit",0,2],
                                    ["Exile_Item_WoodWindowKit",0,1],
                                    ["Exile_Item_WoodDoorwayKit",0,1],
                                    ["Exile_Item_WoodFloorPortKit",0,2],   
                                    ["Exile_Item_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,1],
                                    ["Exile_Item_Cement",2,10],
                                    ["Exile_Item_Sand",2,10],
                                    ["Exile_Item_MetalWire",1,5],
                                    ["Exile_Item_WaterCanisterEmpty",0,2],
                                    ["Exile_Item_Shovel",0,1],
                                    ["Exile_Item_MetalScrews",0,5]
                            ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                            
                            
SC_blackListedAreas             =   [
                                    [[3810,8887,0],     500,    "Chernarus"],       // Vybor Occupation DMS Static Mission
                                    [[12571,14337,0],   500,    "Altis"],           // Neochori Occupation DMS Static Mission
                                    [[3926,7523,0],     500,    "Namalsk"],         // Norinsk Occupation DMS Static Mission  
                                    [[3926,7523,0],     500,    "Napf"],            // Lenzburg Occupation DMS Static Mission   
                                    [[11685,2666,0],    500,    "Tanoa"],           // Lijnhaven Occupation DMS Static Mission
                                    [[11580,2051,0],    500,    "Tanoa"],            // Lijnhaven Traders
                                    [[7228,6986,0],        250,    "Tanoa"]            // Tanoa Airport
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                

SC_occupyHeliCrashes            = true;                    // true if you want to have Dayz style helicrashes
SC_numberofHeliCrashesFire      = false;                // true if you want the crash on fire, false if you just want smoke
SC_numberofHeliCrashes          = 3;                    // if SC_occupyHeliCrashes = true spawn this many loot crates

// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0

SC_HeliCrashItems               =   [
                                    ["B_Parachute",1,1],
                                    ["H_CrewHelmetHeli_B",1,1],
                                    ["ItemGPS",0,1],
                                    ["Exile_Item_InstaDoc",0,1],
                                    ["Exile_Item_PlasticBottleFreshWater",2,2],
                                    ["Exile_Item_EMRE",2,2]                                 
                                ];

SC_HeliCrashRareItems           =   [
                                    ["HandGrenade",0,2],
                                    ["APERSBoundingMine_Range_Mag",0,2]                 
                                ];
SC_HeliCrashRareItemChance      = 10;                   // percentage chance to spawn each SC_HeliCrashRareItems
                                
// Array of possible weapons to place in the crate                            
SC_HeliCrashWeapons             =   [
                                    "srifle_DMR_02_camo_F",
                                    "srifle_DMR_03_woodland_F",
                                    "srifle_DMR_04_F",
                                    "srifle_DMR_05_hex_F"
                                ];
                                
SC_HeliCrashWeaponsAmount       = [1,3];     // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount     = [2,2];     // [fixed amount to add, random amount to add]

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_minimumCrewAmount            = 2;         // Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount            = 5;         // Maximum amount of AI allowed in a vehicle
                                            // (essential crew like drivers and gunners will always spawn regardless of these settings)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_maxNumberofVehicles             = 6;        // How many roaming vehicles to spawn    
SC_occupyVehicleIgnoreCount        = true;        // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked            = true;        // true if AI vehicles to stay locked until all the linked AI are dead        
SC_occupyVehicleSurvivors        = false;    // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)

SC_occupyVehicleUseFixedPos        = false;        // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions    = [
                                    [[4434,2892,0],2000,"Tanoa"],    // [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,0],2000,"Tanoa"],
                                    [[8197,9081,0],3000,"Tanoa"],
                                    [[13074,11817,0],3000,"Tanoa"]  
                                  ];

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)                
SC_VehicleClassToUse             =   [    
                                    ["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",2],
                                    ["Exile_Car_UAZ_Open_Green",2] 
                                ];
SC_VehicleClassToUseRare        =   [    
                                    ["Exile_Car_Hunter",1],
                                    ["Exile_Car_HEMMT",1],
                                    ["Exile_Car_Zamak",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",1],
                                    ["Exile_Car_Tempest",1] 
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Roaming Aircraft Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                
                                                                                    
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis                = 3;

// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse                 =   [ ["Exile_Chopper_Huey_Armed_Green",2] ];

SC_occupyHeliUseFixedPos        = false;    // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions        = [
                                    [[4434,2892,400],2000,"Tanoa"],    // [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,400],2000,"Tanoa"],
                                    [[8197,9081,400],3000,"Tanoa"],
                                    [[13074,11817,400],3000,"Tanoa"]  
                                ];
                                
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Roaming Boats Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats            = 1;

// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse             =   [    
                                    ["B_Boat_Armed_01_minigun_F",1],
                                    ["I_Boat_Armed_01_minigun_F",1],
                                    ["O_Boat_Transport_01_F",0],
                                    ["Exile_Boat_MotorBoat_Police",1] 
                                ];
                                
SC_occupyBoatUseFixedPos        = false;    // True if you want to specify the patrol positions and radius of the area to patrol / false for random

                                            // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
                                            // they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions        = [
                                    [[200,200,0],2000,"Tanoa"],    // [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[400,400,0],2000,"Tanoa"],
                                    [[14000,5000,0],3000,"Tanoa"],
                                    [[16000,16000,0],3000,"Tanoa"]  
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Array of buildings to add military patrols to
SC_buildings                    = [    "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
                                    "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
                                    "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
                                    "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
                                    "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
                                    "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
                                    "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
                                    "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
                                    "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
                                    "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
                                    "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
                                    "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
                                    "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
                                    "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
                                    // Additional Buildings
                                    "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
                                    "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
                                    "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
                                    "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
                                    "Land_Cargo_Tower_V4_F"
                                ]; 

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////        
        
SC_useRealNames                 = true;
        
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames           = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"]; 
SC_SurvivorLastNames            = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"]; 
SC_BanditFirstNames             = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"]; 
SC_BanditLastNames              = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
        
SC_SurvivorsChance              = 30;                        // chance in % to spawn survivors instead of bandits (for places and land vehicles)


SC_SurvivorsFriendly            = true;                     // true if you want survivors to be friendly to players (until they are attacked by players)
                                                            // false if you want survivors to be aggressive to players

// Possible equipment for survivor AI to spawn with 
// spawning survivors without vests or backpacks will result in them having no ammunition                                                   
SC_SurvivorUniforms             = ["Exile_Uniform_BambiOverall"]; 
SC_SurvivorVests                = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];  
SC_SurvivorHeadgear             = []; 
SC_SurvivorWeapon               = ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments    = [];
SC_SurvivorMagazines            = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol               = ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments    = [];
SC_SurvivorAssignedItems        = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher             = [];
SC_SurvivorBackpack             = [];

// Possible equipment for bandit AI to spawn with 
// spawning bandits without vests or backpacks will result in them having no ammunition                                                    
SC_BanditUniforms               = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; 
SC_BanditVests                  = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; 
SC_BanditHeadgear               = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon                 = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments      = [];
SC_BanditMagazines              = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol                 = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments      = [];
SC_BanditAssignedItems          = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher               = [];
SC_BanditBackpack               = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];                                  
                                
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////                                
                                

if (worldName == 'Napf' AND SC_useMapOverrides) then 

    SC_maxAIcount                = 120;
    SC_useApexClasses           = false; 

};

if (worldName == 'Chernarus' AND SC_useMapOverrides) then 

    SC_maxAIcount                = 120;
    SC_useApexClasses           = false;
};

if (worldName == 'Tanoa' AND SC_useMapOverrides) then 

    SC_useApexClasses           = false;
    SC_maxAIcount                = 80;
    
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(SC_useApexClasses) then 
{
    SC_BanditWeapon             = [    "arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
                                    "arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
                                    "arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
                                    "arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
    SC_BanditUniforms            = [    "U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
                                    "U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
    SC_VehicleClassToUse         =   [    
                                    ["B_GEN_Offroad_01_gen_F",0],
                                    ["C_Offroad_02_unarmed_F",0],
                                    ["I_C_Offroad_02_unarmed_F",0]
                                ];
    SC_VehicleClassToUseRare    =   [    
                                    ["B_LSV_01_unarmed_black_F",1],
                                    ["O_T_LSV_02_unarmed_black_F",1],
                                    ["O_T_Truck_03_device_ghex_F",1]
                                ];
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//    Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (SC_debug) then
{
    SC_extendedLogging           = true;
    SC_processReporter          = true;
    SC_mapMarkers                = true;
    SC_occupyPlaces             = false;
    SC_occupyVehicle            = true;
    SC_occupyMilitary             = false;
    SC_occupyRandomSpawn        = true;
    SC_occupyStatic                = false;
    SC_occupySky                = false;
    SC_occupySea                = false;
    SC_occupyTraders            = false;    
    SC_occupyTransport            = true;
    SC_occupyLootCrates            = false;
    SC_occupyHeliCrashes        = false;
    SC_maxAIcount                = 150;    
    SC_maxNumberofVehicles        = 10;
    SC_maxNumberofBoats            = 5;
    SC_maxNumberofHelis            = 2; 
    SC_randomSpawnChance        = 100;
    SC_randomSpawnIgnoreCount    = true;
    SC_randomSpawnFrequency        = 120;
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't alter anything below this point, unless you want your server to explode :)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(!SC_SurvivorsFriendly) then 

    CIVILIAN setFriend[RESISTANCE,0]; 
};
CIVILIAN        setFriend [EAST,0]; 
CIVILIAN        setFriend [WEST,0]; 
EAST            setFriend [CIVILIAN,0]; 
WEST            setFriend [CIVILIAN,0]; 
EAST            setFriend [WEST,0]; 
WEST            setFriend [EAST,0]; 

   
SC_SurvivorSide                 = CIVILIAN;
SC_BanditSide                   = EAST;
SC_liveVehicles                 = 0;
SC_liveVehiclesArray            = [];
SC_liveHelis                     = 0;
SC_liveHelisArray               = [];
SC_liveBoats                     = 0;
SC_liveBoatsArray               = [];
SC_liveStaticGroups                = [];
SC_liveRandomGroups                = [];
SC_transportArray               = [];

// Remove spawn locations for roaming vehicles that aren't for this map
_occupyVehicleFixedPositions = [];
{
    _currentWorld = _x select 2;
    if(worldName == _currentWorld) then 
    { 
        _occupyVehicleFixedPositions pushback _x; 
    };
}forEach SC_occupyVehicleFixedPositions;
SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;

publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_liveStaticGroups";
publicVariable "SC_liveRandomGroups";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_transportArray";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";

SC_CompiledOkay                = true;

Spoiler

=====================================================================
== C:\TCAFiles\Users\MichaelS3\29631\arma3server.exe
== "C:\TCAFiles\Users\MichaelS3\29631\arma3server.exe" -ip=**.**.**.** -port=2322 -noPause -noSound "-cfg=A3DS\basic.cfg" -ranking="" -par="" "-config=A3DS\server.cfg" "-profiles=A3DS" "-servermod=@ExileServer" "-mod=@Exile" -world=empty -autoinit  -maxMem=6144

Original output filename: Arma3Retail_Server
Exe timestamp: 2016/12/07 10:50:01
Current time:  2017/01/30 23:23:51

Type: Public
Build: Stable
Version: 1.66.139586

Allocator: C:\TCAFiles\Users\MichaelS3\29631\dll\tbb4malloc_bi.dll
=====================================================================

23:23:51 SteamAPI initialization failed. Steam features wont's be accessible!
23:23:51 Cannot register unknown string STR_USRACT_ACTIVESENSORSTOGGLE
23:23:51 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS
23:23:51 Cannot register unknown string STR_CLIENT_IS_HOST
23:23:51 Cannot register unknown string STR_CLIENT_IS_DS_ADMIN
23:23:51 Initializing stats manager.
23:23:51 Stats config disabled.
23:23:51 sessionID: 76b99452237ef66438dea9e436c65e7208766a9d
23:24:12 Updating base class ->Wreck, by a3\data_f\config.bin/CfgVehicles/PlaneWreck/
23:24:12 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayEditObject/Controls/B_OK/
23:24:12 Updating base class RscSliderH->RscXSliderH, by a3\editor_f\config.bin/RscDisplayEditObject/Slider/
23:24:12 Updating base class RscText->RscPicture, by a3\editor_f\config.bin/RscDisplayEditObject/Preview/
23:24:12 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionLoad/Controls/B_OK/
23:24:12 Updating base class RscShortcutButton->RscButton, by a3\editor_f\config.bin/RscDisplayMissionSave/Controls/B_OK/
23:24:13 Updating base class BlendAnims->, by a3\anims_f\config\sdr\weaponswitching\config.bin/CfgMovesMaleSdr/BlendAnims/
23:24:13 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoScrollbars/
23:24:13 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoHScrollbars/
23:24:13 Updating base class ->RscControlsGroup, by a3\ui_f\config.bin/RscControlsGroupNoVScrollbars/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscLine/
23:24:13 Updating base class ->RscActiveText, by a3\ui_f\config.bin/RscActivePicture/
23:24:13 Updating base class ->RscButton, by a3\ui_f\config.bin/RscButtonTextOnly/
23:24:13 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscShortcutButtonMain/
23:24:13 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonEditor/
23:24:13 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscIGUIShortcutButton/
23:24:13 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscGearShortcutButton/
23:24:13 Updating base class ->RscShortcutButton, by a3\ui_f\config.bin/RscButtonMenu/
23:24:13 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuOK/
23:24:13 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuCancel/
23:24:13 Updating base class ->RscButtonMenu, by a3\ui_f\config.bin/RscButtonMenuSteam/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscLoadingText/
23:24:13 Updating base class ->RscListBox, by a3\ui_f\config.bin/RscIGUIListBox/
23:24:13 Updating base class ->RscListNBox, by a3\ui_f\config.bin/RscIGUIListNBox/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackground/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUI/
23:24:13 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUILeft/
23:24:13 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIRight/
23:24:13 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscBackgroundGUIBottom/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUITop/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscBackgroundGUIDark/
23:24:13 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/RscBackgroundLogo/
23:24:13 Updating base class ->RscMapControl, by a3\ui_f\config.bin/RscMapControlEmpty/
23:24:13 Updating base class ->RscPicture, by a3\ui_f\config.bin/CA_Mainback/
23:24:13 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Back/
23:24:13 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Title_Back/
23:24:13 Updating base class ->CA_Mainback, by a3\ui_f\config.bin/CA_Black_Back/
23:24:13 Updating base class ->RscTitle, by a3\ui_f\config.bin/CA_Title/
23:24:13 Updating base class ->RscPictureKeepAspect, by a3\ui_f\config.bin/CA_Logo/
23:24:13 Updating base class ->CA_Logo, by a3\ui_f\config.bin/CA_Logo_Small/
23:24:13 Updating base class ->RscButton, by a3\ui_f\config.bin/CA_RscButton/
23:24:13 Updating base class ->CA_RscButton, by a3\ui_f\config.bin/CA_RscButton_dialog/
23:24:13 Updating base class ->RscActiveText, by a3\ui_f\config.bin/CA_Ok/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_image2/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/CA_Ok_text/
23:24:13 Updating base class ->RscPicture, by a3\ui_f\config.bin/RscVignette/
23:24:13 Updating base class ->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscMapControlTooltip/
23:24:13 Updating base class RscUnitInfo->RscUnitInfoAirNoWeapon, by a3\ui_f\config.bin/RscInGameUI/RscUnitInfoAir/
23:24:13 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscInGameUI/RscTaskOverview/controls/TaskOverviewAssigned/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_OK/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Cancel/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayDebug/Controls/B_Clear/
23:24:13 Updating base class ->RscText, by a3\ui_f\config.bin/RscDisplayCapture/controls/TimeLines/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonAverages/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonSavePreviousData/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCapture/controls/ButtonPreviousData/
23:24:13 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/
23:24:13 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcOwnedIconPicture/
23:24:13 Updating base class IconPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/DlcIconPicture/
23:24:13 Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/OverviewGroup/
23:24:13 Updating base class RscButton->RscButtonSearch, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/SearchButton/
23:24:13 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonCancel/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonGameOptions/
23:24:13 Updating base class RscShortcutButton->RscButtonMenuSteam, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonBuyDLC/
23:24:13 Updating base class RscShortcutButton->RscButtonMenu, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonRevert/
23:24:13 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayCampaignLoad/controls/ButtonOK/
23:24:13 Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/
23:24:13 Updating base class ->RscStandardDisplay, by a3\ui_f\config.bin/RscDisplayControlSchemes/
23:24:13 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonCancel/
23:24:13 Updating base class RscButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayControlSchemes/controls/ButtonOK/
23:24:13 Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayFileSelectImage/controls/OverviewPicture/
23:24:13 Updating base class RscShortcutButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayFieldManual/controls/ButtonCancel/
23:24:13 Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably).
23:24:13 Updating base class RscButton->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMission/controls/ButtonCancel/
23:24:13 Updating base class RscShortcutButton->RscButtonMenuOK, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonOK/
23:24:13 Updating base class ButtonOK->RscButtonMenuCancel, by a3\ui_f\config.bin/RscDisplayPublishMissionSelectTags/controls/ButtonCancel/
23:24:13 Updating base class ->RscSubmenu, by a3\ui_f\config.bin/RscMainMenu/
23:24:13 Cannot update non class from class a3\ui_f\config.bin/RscCallSupport/Items/
23:24:13 Cannot update non class from class a3\ui_f\config.bin/RscRadio/Items/
23:24:13 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceMid/
23:24:13 Updating base class ->DistanceClose, by a3\ui_f\config.bin/CfgSimpleTasks/Icon3D/DistanceLong/
23:24:13 Updating base class ->VehicleMagazine, by a3\weapons_f\config.bin/CfgMagazines/24Rnd_missiles/
23:24:13 Updating base class ->RocketPods, by a3\weapons_f\config.bin/CfgWeapons/missiles_DAR/
23:24:13 Updating base class ->BlendAnims, by a3\soft_f_kart\kart_01\config.bin/CfgMovesMaleSdr/BlendAnims/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisable/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayOptionsAudio/ControlsBackground/BackgroundDisableTiles/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisable/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigure/ControlsBackground/BackgroundDisableTiles/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisable/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureAction/ControlsBackground/BackgroundDisableTiles/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisable/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayConfigureControllers/ControlsBackground/BackgroundDisableTiles/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisable, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisable/
23:24:13 Updating base class RscText->ctrlStaticBackgroundDisableTiles, by a3\3den\config.bin/RscDisplayGameOptions/ControlsBackground/BackgroundDisableTiles/
23:24:13 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_2/Controls/
23:24:13 Updating base class controls->, by a3\3den\config.bin/RscDisplayArcadeMap_Layout_6/Controls/
23:24:14 Updating base class B_Soldier_02_f->B_Soldier_base_F, by exile_client\config.bin/CfgVehicles/B_Story_SF_Captain_F/
23:24:14 Updating base class RscStructuredText->RscText, by exile_client\config.bin/RscMPSetupMessage/Controls/DownloadText/
23:24:14 Cannot delete class BackgroundSlotPrimary, it is referenced somewhere (used as a base class probably).
23:24:14 Updating base class RscStandardDisplay->, by exile_client\config.bin/RscDisplayMain/
23:24:14 Updating base class RscPicture->RscText, by exile_client\config.bin/RscDisplayVoiceChat/controls/Picture/
23:24:14 Updating base class ->Plane, by Exile_psycho_An2\config.bin/CfgVehicles/an2_base/
23:24:14 Updating base class ->BRDM2_HQ_Base, by exile_psycho_brdm\config.bin/CfgVehicles/BRDM2_HQ_CHDKZ/
23:24:14 Updating base class ->Car_F, by exile_psycho_btr40\config.bin/CfgVehicles/BTR40_MG_base_EP1/
23:24:14 Updating base class ->BTR40_MG_base_EP1, by exile_psycho_btr40\config.bin/CfgVehicles/BTR40_base_EP1/
23:24:14 Updating base class ->Car_F, by Exile_psycho_Gaz_volha\config.bin/CfgVehicles/volha_Base/
23:24:14 Updating base class ->HMMWV_Base, by Exile_psycho_hmmw\config.bin/CfgVehicles/HMMWV_M2/
23:24:14 Updating base class ->HMMWV_Base, by Exile_psycho_hmmw\config.bin/CfgVehicles/HMMWV_M134/
23:24:14 Updating base class ->HMMWV_Base, by Exile_psycho_hmmw\config.bin/CfgVehicles/HMMWV_UNA/
23:24:14 Updating base class ->HMMWV_UNA, by Exile_psycho_hmmw\config.bin/CfgVehicles/HMMWV_MEV/
23:24:14 Updating base class ->Ikarus_Civ_Base, by Exile_psycho_Ikarus\config.bin/CfgVehicles/Ikarus_Civ_01/
23:24:14 Updating base class ->Car_F, by Exile_psycho_lada\config.bin/CfgVehicles/Lada_Base/
23:24:14 Updating base class ->Landrover_civ, by Exile_psycho_LRC\config.bin/CfgVehicles/Landrover_Civ_02/
23:24:14 Updating base class ->Landrover_civ, by Exile_psycho_LRC\config.bin/CfgVehicles/LR_Ambulance_Base/
23:24:14 Updating base class ->Octavia_Base, by Exile_psycho_Octavia\config.bin/CfgVehicles/Octavia_Civ_01/
23:24:14 Updating base class ->Car_F, by Exile_psycho_SUV_a3\config.bin/CfgVehicles/SUV_Base/
23:24:14 Updating base class ->Car_F, by Exile_psycho_SuvArm_a3\config.bin/cfgVehicles/SUV_armored_Base/
23:24:14 Updating base class ->Car_F, by exile_psycho_tractor\config.bin/CfgVehicles/Tractor_Base/
23:24:14 Updating base class ->Tractor_Base, by exile_psycho_tractor\config.bin/CfgVehicles/tractorOld/
23:24:14 Updating base class ->Offroad_01_base_F, by Exile_Psycho_UAZ\config.bin/CfgVehicles/UAZ_Base/
23:24:14 Updating base class ->UAZ_Base, by Exile_Psycho_UAZ\config.bin/CfgVehicles/UAZ_Open_Base/
23:24:14 Updating base class ->UH1H_Closed, by Exile_psycho_UH1H\config.bin/CfgVehicles/UH1H_Clo/
23:24:14 Updating base class ->UH1HL_base, by Exile_psycho_UH1H\config.bin/CfgVehicles/UH1H_M240/
23:24:14 Updating base class ->Ural_Base, by Exile_psycho_Ural\config.bin/CfgVehicles/Ural_RU/
23:24:14 Updating base class ->Ural_Open_Base, by Exile_psycho_Ural\config.bin/CfgVehicles/Ural_Open_RU/
23:24:14 Updating base class ->Truck_F, by Exile_psycho_V3S\config.bin/CfgVehicles/V3S_base/
23:24:14 Updating base class ->V3S_base, by Exile_psycho_V3S\config.bin/CfgVehicles/V3S_Base_EP1/
23:24:14 Updating base class KIA_Golf_Driver->DefaultDie, by Exile_Psycho_VWGOLF\config.bin/CfgMovesMaleSdr/States/KIA_Golf_Cargo01/
23:24:14 Updating base class KIA_Golf_Driver->DefaultDie, by Exile_Psycho_VWGOLF\config.bin/CfgMovesMaleSdr/States/KIA_Golf_Cargo02/
23:24:14 Updating base class KIA_Golf_Driver->DefaultDie, by Exile_Psycho_VWGOLF\config.bin/CfgMovesMaleSdr/States/KIA_Golf_Cargo03/
23:24:14 Updating base class ->Golf_Base, by Exile_Psycho_VWGOLF\config.bin/CfgVehicles/Golf_Civ_Base/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/75Rnd_Green_Tracer_545x39_RPK/
23:24:14 Updating base class ->75Rnd_Green_Tracer_545x39_RPK, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/45Rnd_Green_Tracer_545x39_RPK/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_545x39_AK/
23:24:14 Updating base class ->30Rnd_545x39_AK, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_Green_Tracer_545x39_AK/
23:24:14 Updating base class ->30Rnd_545x39_AK, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_Red_Tracer_545x39_AK/
23:24:14 Updating base class ->30Rnd_545x39_AK, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_White_Tracer_545x39_AK/
23:24:14 Updating base class ->30Rnd_545x39_AK, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_Yellow_Tracer_545x39_AK/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\arifle\ak\config.bin/cfgmagazines/30Rnd_762x39_AK47_M/
23:24:14 Updating base class ->arifle_AK_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AK47/
23:24:14 Updating base class ->arifle_AK_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AK74/
23:24:14 Updating base class ->arifle_AK107_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AK107/
23:24:14 Updating base class ->arifle_AK107_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AK107_GL/
23:24:14 Updating base class ->arifle_AK_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AK74_GL/
23:24:14 Updating base class ->arifle_AK_Base, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AKM/
23:24:14 Updating base class ->arifle_AKM, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AKS/
23:24:14 Updating base class ->arifle_AKS, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_AKS_Gold/
23:24:14 Updating base class ->arifle_AK74, by exile_psycho_weapons\arifle\ak\config.bin/CfgWeapons/arifle_RPK74/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\mgun\pk\config.bin/CfgMagazines/100Rnd_762x54_PK_Tracer_Green/
23:24:14 Updating base class ->Rifle_Long_Base_F, by exile_psycho_weapons\mgun\pk\config.bin/CfgWeapons/PKP/
23:24:14 Updating base class ->PKP, by exile_psycho_weapons\mgun\pk\config.bin/CfgWeapons/Pecheneg/
23:24:14 Updating base class ShotgunBase->BulletBase, by exile_psycho_weapons\other\m1014\config.bin/CfgAmmo/B_12Gauge_Pellets/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\other\m1014\config.bin/CfgMagazines/8Rnd_B_Beneli_74Slug/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\other\m1014\config.bin/CfgMagazines/8Rnd_B_Beneli_74Pellets/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\other\m1014\config.bin/CfgWeapons/M1014/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\pistol\colt1911\config.bin/CfgMagazines/7Rnd_45ACP_1911/
23:24:14 Updating base class ->Pistol_Base_F, by exile_psycho_weapons\pistol\colt1911\config.bin/CfgWeapons/Colt1911/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\pistol\makarov\config.bin/CfgMagazines/8Rnd_9x18_Makarov/
23:24:14 Updating base class ->Pistol_Base_F, by exile_psycho_weapons\pistol\makarov\config.bin/CfgWeapons/Makarov/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\pistol\revolver\config.bin/CfgMagazines/6Rnd_45ACP/
23:24:14 Updating base class ->Pistol_Base_F, by exile_psycho_weapons\pistol\revolver\config.bin/CfgWeapons/TaurusTracker455/
23:24:14 Updating base class ->TaurusTracker455, by exile_psycho_weapons\pistol\revolver\config.bin/CfgWeapons/TaurusTracker455_gold/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\dmr\config.bin/CfgMagazines/20Rnd_762x51_DMR/
23:24:14 Updating base class ->20Rnd_762x51_DMR, by exile_psycho_weapons\srifle\dmr\config.bin/CfgMagazines/20Rnd_Yellow_Tracer_762x51_DMR/
23:24:14 Updating base class ->20Rnd_762x51_DMR, by exile_psycho_weapons\srifle\dmr\config.bin/CfgMagazines/20Rnd_Red_Tracer_762x51_DMR/
23:24:14 Updating base class ->20Rnd_762x51_DMR, by exile_psycho_weapons\srifle\dmr\config.bin/CfgMagazines/20Rnd_Green_Tracer_762x51_DMR/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\srifle\dmr\config.bin/CfgWeapons/srifle_DMR/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\huntingrifle\config.bin/CfgMagazines/5x_22_LR_17_HMR_M/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\srifle\huntingrifle\config.bin/CfgWeapons/srifle_CZ550_base/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\leeenfield\config.bin/CfgMagazines/10x_303_M/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\srifle\leeenfield\config.bin/CfgWeapons/srifle_LeeEnfield/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\svd\config.bin/CfgMagazines/10Rnd_762x54_SVD/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\srifle\svd\config.bin/CfgWeapons/srifle_SVD/
23:24:14 Updating base class ->srifle_SVD, by exile_psycho_weapons\srifle\svd\config.bin/CfgWeapons/srifle_SVD_des/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\vss\config.bin/CfgMagazines/10Rnd_9x39_VSS/
23:24:14 Updating base class ->CA_Magazine, by exile_psycho_weapons\srifle\vss\config.bin/CfgMagazines/20Rnd_9x39_VSS/
23:24:14 Updating base class ->Rifle_Base_F, by exile_psycho_weapons\srifle\vss\config.bin/CfgWeapons/srifle_VSSVintorez/
23:24:14 Updating base class ->LSV_01_light_base_F, by a3\soft_f_exp\lsv_01\config.bin/CfgVehicles/B_CTRG_LSV_01_light_F/
23:24:14 Updating base class ->B_T_LSV_01_unarmed_F, by a3\soft_f_exp\lsv_01\config.bin/CfgVehicles/B_T_LSV_01_unarmed_black_F/
23:24:14 Updating base class ->O_T_LSV_02_unarmed_F, by a3\soft_f_exp\lsv_02\config.bin/CfgVehicles/O_T_LSV_02_unarmed_black_F/
23:24:14 Updating base class ->C_Offroad_02_unarmed_F, by a3\soft_f_exp\offroad_02\config.bin/CfgVehicles/C_Offroad_02_unarmed_orange_F/
23:24:14 Updating base class ->Offroad_02_unarmed_base_F, by a3\soft_f_exp\offroad_02\config.bin/CfgVehicles/I_C_Offroad_02_unarmed_F/
23:24:14 Updating base class ->Rifle_Base_F, by a3\weapons_f_exp\rifles\spar_02\config.bin/CfgWeapons/arifle_SPAR_02_base_F/
23:24:14 Updating base class ->Plane_Civil_01_base_F, by a3\air_f_exp\plane_civil_01\config.bin/CfgVehicles/C_Plane_Civil_01_F/
23:24:14 Updating base class ->VTOL_01_infantry_base_F, by a3\air_f_exp\vtol_01\config.bin/CfgVehicles/B_T_VTOL_01_infantry_F/
23:24:14 Updating base class ->VTOL_01_vehicle_base_F, by a3\air_f_exp\vtol_01\config.bin/CfgVehicles/B_T_VTOL_01_vehicle_F/
23:24:14 Updating base class ->Boat_Transport_02_base_F, by a3\boat_f_exp\boat_transport_02\config.bin/CfgVehicles/B_G_Boat_Transport_02_F/
23:24:14 Updating base class ->Scooter_Transport_01_base_F, by a3\boat_f_exp\scooter_transport_01\config.bin/CfgVehicles/C_Scooter_Transport_01_F/
23:24:15 Initializing Steam Manager
23:24:15 unable to load subscribed content list. list will be updated from steam
23:24:15 unable to load published content list. list will be updated from steam
23:24:15 unable to load cached items meta info. save and update functionality will be broken
23:24:15 Steam Manager initialized.
23:24:15 
23:24:15 ==== Loaded addons ====
23:24:15 
23:24:15 dta\bin.pbo - 139586
23:24:15 dta\core.pbo - 108474
23:24:15 dta\languagecore_f.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\dbo_old_bike.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_assets.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_client.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_an2.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_brdm.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_btr40.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_gaz_volha.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_hmmw.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_ikarus.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_lada.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_lrc.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_octavia.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_suvarm_a3.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_suv_a3.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_towtractor.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_tractor.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_uaz.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_uh1h.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_ural.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_v3s.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_vwgolf.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\exile_psycho_weapons.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@Exile\addons\gnt_c185.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\air_f_exp.ebo - 107468
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\anims_f_exp.ebo - 107365
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\armor_f_exp.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\boat_f_exp.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\cargoposes_f_exp.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\characters_f_exp.ebo - 108363
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\data_f_exp.ebo - 108301
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\dubbing_f_exp.ebo - 107941
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\dubbing_radio_f_exp.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\dubbing_radio_f_exp_data_chi.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\dubbing_radio_f_exp_data_engfre.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\dubbing_radio_f_exp_data_fre.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\editorpreviews_f_exp.ebo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\functions_f_exp.ebo - 107286
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\languagemissions_f_exp.ebo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\language_f_exp.ebo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_data_exp.ebo - 107347
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_tanoabuka.ebo - 107523
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_tanoabuka_data.ebo - 107664
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_tanoabuka_data_layers.ebo - 102461
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_tanoabuka_data_layers_00_00.ebo - 102461
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\map_tanoa_scenes_f.ebo - 108093
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\missions_f_exp.ebo - 108540
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\missions_f_exp_data.ebo - 107312
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\missions_f_exp_video.ebo - 107312
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\modules_f_exp.ebo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\music_f_exp.ebo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\music_f_exp_music.ebo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\props_f_exp.ebo - 107345
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\rocks_f_exp.ebo - 107345
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\soft_f_exp.ebo - 107317
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\sounds_f_exp.ebo - 108279
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\static_f_exp.ebo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp.ebo - 108329
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_civilian.ebo - 108280
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_commercial.ebo - 108280
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_cultural.ebo - 108280
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_data.ebo - 108281
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_industrial.ebo - 108281
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\structures_f_exp_infrastructure.ebo - 108281
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\supplies_f_exp.ebo - 107340
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\ui_f_exp.ebo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\vegetation_f_exp.ebo - 107836
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\expansion\addons\weapons_f_exp.ebo - 108316
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\anims_f_mark.pbo - 107808
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\characters_f_mark.pbo - 107709
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\data_f_mark.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\dubbing_f_mark.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\dubbing_f_mp_mark.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\functions_f_mark.pbo - 107941
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\functions_f_mp_mark.pbo - 107463
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\languagemissions_f_mark.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\languagemissions_f_mp_mark.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\language_f_mark.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\language_f_mp_mark.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\missions_f_mark.pbo - 108474
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\missions_f_mark_data.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\missions_f_mark_video.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\missions_f_mp_mark.pbo - 107336
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\missions_f_mp_mark_data.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\modules_f_mark.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\modules_f_mp_mark.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\music_f_mark.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\music_f_mark_music.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\sounds_f_mark.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\static_f_mark.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\structures_f_mark.pbo - 107742
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\supplies_f_mark.pbo - 107320
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\ui_f_mark.pbo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\ui_f_mp_mark.pbo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\mark\addons\weapons_f_mark.pbo - 107324
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\air_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\anims_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\boat_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\cargoposes_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\data_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\dubbing_f_heli.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\functions_f_heli.pbo - 108304
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\languagemissions_f_heli.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\language_f_heli.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\missions_f_heli.pbo - 108304
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\missions_f_heli_data.pbo - 107312
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\missions_f_heli_video.pbo - 107312
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\modules_f_heli.pbo - 107386
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\music_f_heli.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\music_f_heli_music.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\soft_f_heli.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\sounds_f_heli.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\structures_f_heli.pbo - 107302
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\supplies_f_heli.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\heli\addons\ui_f_heli.pbo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\anims_f_kart.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\characters_f_kart.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\data_f_kart.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\languagemissions_f_kart.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\language_f_kart.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\missions_f_kart.pbo - 107312
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\missions_f_kart_data.pbo - 107313
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\modules_f_kart.pbo - 107824
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\modules_f_kart_data.pbo - 107725
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\soft_f_kart.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\sounds_f_kart.pbo - 107319
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\structures_f_kart.pbo - 107301
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\ui_f_kart.pbo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\kart\addons\weapons_f_kart.pbo - 107323
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\data_f_curator.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\data_f_curator_music.pbo - 107282
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\functions_f_curator.pbo - 107463
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\language_f_curator.pbo - 108412
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\missions_f_curator.pbo - 108031
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\modules_f_curator.pbo - 107711
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\curator\addons\ui_f_curator.pbo - 108279
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@ExileServer\addons\a3_dms.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@ExileServer\addons\a3_exile_occupation.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@ExileServer\addons\exile_server.pbo - unknown
23:24:15 C:\TCAFiles\Users\MichaelS3\29631\@ExileServer\addons\exile_server_config.pbo - unknown
23:24:15 addons\3den.pbo - 108458
23:24:15 addons\3den_language.pbo - 108412
23:24:15 addons\a3.pbo - unknown
23:24:15 addons\air_f.pbo - 107282
23:24:15 addons\air_f_beta.pbo - 108458
23:24:15 addons\air_f_epb.pbo - 107282
23:24:15 addons\air_f_epc.pbo - 103749
23:24:15 addons\air_f_gamma.pbo - 103749
23:24:15 addons\animals_f.pbo - 107282
23:24:15 addons\animals_f_beta.pbo - 107282
23:24:15 addons\anims_f.pbo - 108093
23:24:15 addons\anims_f_bootcamp.pbo - 107282
23:24:15 addons\anims_f_data.pbo - 107355
23:24:15 addons\anims_f_epa.pbo - 107809
23:24:15 addons\anims_f_epc.pbo - 107809
23:24:15 addons\anims_f_exp_a.pbo - 107376
23:24:15 addons\armor_f.pbo - 107282
23:24:15 addons\armor_f_beta.pbo - 107282
23:24:15 addons\armor_f_epb.pbo - 107282
23:24:15 addons\armor_f_epc.pbo - 107282
23:24:15 addons\armor_f_gamma.pbo - 107282
23:24:15 addons\baseconfig_f.pbo - 107282
23:24:15 addons\boat_f.pbo - 107282
23:24:15 addons\boat_f_beta.pbo - 107282
23:24:15 addons\boat_f_epc.pbo - 107282
23:24:15 addons\boat_f_gamma.pbo - 107282
23:24:15 addons\cargoposes_f.pbo - 108093
23:24:15 addons\characters_f.pbo - 107558
23:24:15 addons\characters_f_beta.pbo - 107282
23:24:15 addons\characters_f_bootcamp.pbo - 107282
23:24:15 addons\characters_f_epa.pbo - 107282
23:24:15 addons\characters_f_epb.pbo - 107282
23:24:15 addons\characters_f_epc.pbo - 107282
23:24:15 addons\characters_f_gamma.pbo - 107282
23:24:15 addons\data_f.pbo - 107354
23:24:15 addons\data_f_bootcamp.pbo - 107382
23:24:15 addons\data_f_exp_a.pbo - 107282
23:24:15 addons\data_f_exp_b.pbo - 107282
23:24:15 addons\drones_f.pbo - 107282
23:24:15 addons\dubbing_f.pbo - 107282
23:24:15 addons\dubbing_f_beta.pbo - 107941
23:24:15 addons\dubbing_f_bootcamp.pbo - 107282
23:24:15 addons\dubbing_f_epa.pbo - 107290
23:24:15 addons\dubbing_f_epb.pbo - 107290
23:24:15 addons\dubbing_f_epc.pbo - 107282
23:24:15 addons\dubbing_f_gamma.pbo - 107458
23:24:15 addons\dubbing_radio_f.pbo - 107282
23:24:15 addons\dubbing_radio_f_data_eng.pbo - 99078
23:24:15 addons\dubbing_radio_f_data_engb.pbo - 99078
23:24:15 addons\dubbing_radio_f_data_gre.pbo - 99078
23:24:15 addons\dubbing_radio_f_data_per.pbo - 99078
23:24:15 addons\dubbing_radio_f_data_vr.pbo - 99078
23:24:15 addons\editorpreviews_f.pbo - 107285
23:24:15 addons\editor_f.pbo - 107285
23:24:15 addons\functions_f.pbo - 108329
23:24:15 addons\functions_f_bootcamp.pbo - 107941
23:24:15 addons\functions_f_epa.pbo - 107287
23:24:15 addons\functions_f_epc.pbo - 107287
23:24:15 addons\functions_f_exp_a.pbo - 107985
23:24:15 addons\languagemissions_f.pbo - 108412
23:24:15 addons\languagemissions_f_beta.pbo - 108412
23:24:15 addons\languagemissions_f_bootcamp.pbo - 108412
23:24:15 addons\languagemissions_f_epa.pbo - 108412
23:24:15 addons\languagemissions_f_epb.pbo - 108412
23:24:15 addons\languagemissions_f_epc.pbo - 108412
23:24:15 addons\languagemissions_f_exp_a.pbo - 108412
23:24:15 addons\languagemissions_f_gamma.pbo - 108412
23:24:15 addons\language_f.pbo - 108423
23:24:15 addons\language_f_beta.pbo - 108412
23:24:15 addons\language_f_bootcamp.pbo - 108412
23:24:15 addons\language_f_epa.pbo - 108412
23:24:15 addons\language_f_epb.pbo - 108412
23:24:15 addons\language_f_epc.pbo - 108412
23:24:15 addons\language_f_exp_a.pbo - 108412
23:24:15 addons\language_f_exp_b.pbo - 108412
23:24:15 addons\language_f_gamma.pbo - 108412
23:24:15 addons\map_altis.pbo - 107512
23:24:15 addons\map_altis_data.pbo - 107292
23:24:15 addons\map_altis_data_layers.pbo - 99901
23:24:15 addons\map_altis_data_layers_00_00.pbo - 99901
23:24:15 addons\map_altis_data_layers_00_01.pbo - 99901
23:24:15 addons\map_altis_data_layers_01_00.pbo - 99901
23:24:15 addons\map_altis_data_layers_01_01.pbo - 99901
23:24:15 addons\map_altis_scenes_f.pbo - 107292
23:24:15 addons\map_data.pbo - 107292
23:24:15 addons\map_stratis.pbo - 107508
23:24:15 addons\map_stratis_data.pbo - 107294
23:24:15 addons\map_stratis_data_layers.pbo - 99082
23:24:15 addons\map_stratis_scenes_f.pbo - 107294
23:24:15 addons\map_vr.pbo - 105264
23:24:15 addons\map_vr_scenes_f.pbo - 107298
23:24:15 addons\misc_f.pbo - 107296
23:24:15 addons\missions_f.pbo - 107769
23:24:15 addons\missions_f_beta.pbo - 107694
23:24:15 addons\missions_f_beta_data.pbo - 107310
23:24:15 addons\missions_f_beta_video.pbo - 107310
23:24:15 addons\missions_f_bootcamp.pbo - 107941
23:24:15 addons\missions_f_bootcamp_data.pbo - 107310
23:24:15 addons\missions_f_bootcamp_video.pbo - 107310
23:24:15 addons\missions_f_data.pbo - 107310
23:24:15 addons\missions_f_epa.pbo - 108279
23:24:15 addons\missions_f_epa_data.pbo - 107312
23:24:15 addons\missions_f_epa_video.pbo - 107312
23:24:15 addons\missions_f_epb.pbo - 107312
23:24:15 addons\missions_f_epc.pbo - 107312
23:24:15 addons\missions_f_exp_a.pbo - 107336
23:24:15 addons\missions_f_exp_a_data.pbo - 107312
23:24:15 addons\missions_f_gamma.pbo - 108551
23:24:15 addons\missions_f_gamma_data.pbo - 107312
23:24:15 addons\missions_f_gamma_video.pbo - 107312
23:24:15 addons\missions_f_video.pbo - 107313
23:24:15 addons\modules_f.pbo - 108152
23:24:15 addons\modules_f_beta.pbo - 107313
23:24:15 addons\modules_f_beta_data.pbo - 107313
23:24:15 addons\modules_f_bootcamp.pbo - 107313
23:24:15 addons\modules_f_data.pbo - 107485
23:24:15 addons\modules_f_epb.pbo - 107313
23:24:15 addons\modules_f_exp_a.pbo - 107313
23:24:15 addons\music_f.pbo - 107313
23:24:15 addons\music_f_bootcamp.pbo - 107313
23:24:15 addons\music_f_bootcamp_music.pbo - 107313
23:24:15 addons\music_f_epa.pbo - 107313
23:24:15 addons\music_f_epa_music.pbo - 107313
23:24:15 addons\music_f_epb.pbo - 107313
23:24:15 addons\music_f_epb_music.pbo - 107313
23:24:15 addons\music_f_epc.pbo - 107313
23:24:15 addons\music_f_epc_music.pbo - 107313
23:24:15 addons\music_f_music.pbo - 107313
23:24:15 addons\plants_f.pbo - 107313
23:24:15 addons\props_f_exp_a.pbo - 107314
23:24:15 addons\roads_f.pbo - 107314
23:24:15 addons\rocks_f.pbo - 107314
23:24:15 addons\signs_f.pbo - 107315
23:24:15 addons\soft_f.pbo - 107315
23:24:15 addons\soft_f_beta.pbo - 108019
23:24:15 addons\soft_f_bootcamp.pbo - 107316
23:24:15 addons\soft_f_epc.pbo - 107316
23:24:15 addons\soft_f_gamma.pbo - 108108
23:24:15 addons\sounds_f.pbo - 108279
23:24:15 addons\sounds_f_arsenal.pbo - 108392
23:24:15 addons\sounds_f_bootcamp.pbo - 107319
23:24:15 addons\sounds_f_characters.pbo - 108111
23:24:15 addons\sounds_f_environment.pbo - 107319
23:24:15 addons\sounds_f_epb.pbo - 107319
23:24:15 addons\sounds_f_epc.pbo - 107319
23:24:15 addons\sounds_f_exp_a.pbo - 107319
23:24:15 addons\sounds_f_sfx.pbo - 108279
23:24:15 addons\sounds_f_vehicles.pbo - 107319
23:24:15 addons\static_f.pbo - 107319
23:24:15 addons\static_f_beta.pbo - 107319
23:24:15 addons\static_f_gamma.pbo - 108113
23:24:15 addons\structures_f.pbo - 108826
23:24:15 addons\structures_f_bootcamp.pbo - 107306
23:24:15 addons\structures_f_data.pbo - 107788
23:24:15 addons\structures_f_epa.pbo - 107742
23:24:15 addons\structures_f_epb.pbo - 107725
23:24:15 addons\structures_f_epc.pbo - 107725
23:24:15 addons\structures_f_exp_a.pbo - 107301
23:24:15 addons\structures_f_households.pbo - 107946
23:24:15 addons\structures_f_ind.pbo - 107760
23:24:15 addons\structures_f_mil.pbo - 108280
23:24:15 addons\structures_f_wrecks.pbo - 107301
23:24:15 addons\uifonts_f.pbo - 107323
23:24:15 addons\uifonts_f_data.pbo - 107323
23:24:15 addons\ui_f.pbo - 108456
23:24:15 addons\ui_f_bootcamp.pbo - 107323
23:24:15 addons\ui_f_data.pbo - 108279
23:24:15 addons\ui_f_exp_a.pbo - 107323
23:24:15 addons\weapons_f.pbo - 108316
23:24:15 addons\weapons_f_beta.pbo - 108113
23:24:15 addons\weapons_f_bootcamp.pbo - 107323
23:24:15 addons\weapons_f_epa.pbo - 107323
23:24:15 addons\weapons_f_epb.pbo - 107323
23:24:15 addons\weapons_f_epc.pbo - 107323
23:24:15 addons\weapons_f_gamma.pbo - 107323
23:24:15 
23:24:15 =======================
23:24:15 
23:24:15 ============================================================================================= List of mods ===============================================================================================
23:24:15 modsReadOnly = true
23:24:15 safeModsActivated = false
23:24:15 customMods = true
23:24:15 hash = '6A2062C7448B7F3C583B6DE193E97D47593F8D09'
23:24:15 hashShort = '4cc20808'
23:24:15                                               name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
23:24:15 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
23:24:15                                          Exile Mod |               @Exile |      false |             GAME DIR | 26ccfa84adad060158d785e4b25ef410c85f9c6f |  62008bc7 | C:\TCAFiles\Users\MichaelS3\29631\@Exile
23:24:15                                  Arma 3 DLC Bundle |            dlcbundle |       true |            NOT FOUND |                                          |           | 
23:24:15                                        Arma 3 Apex |            expansion |       true |             GAME DIR | 889deca7b67b3edca0b2da51a5318a40167757dd |  c794d30d | C:\TCAFiles\Users\MichaelS3\29631\expansion
23:24:15                                    Arma 3 Marksmen |                 mark |       true |             GAME DIR | 7129193541b9133ea1bea45441e244eb180cbfe7 |  58644447 | C:\TCAFiles\Users\MichaelS3\29631\mark
23:24:15                                 Arma 3 Helicopters |                 heli |       true |             GAME DIR | 037b8a52dea414a8999d947ae74a01089ef1178e |  6b140d2c | C:\TCAFiles\Users\MichaelS3\29631\heli
23:24:15                                       Arma 3 Karts |                 kart |       true |             GAME DIR | 9b8fdc1c10171397e45e8a671074d3b570c758a9 |  a5c8c24c | C:\TCAFiles\Users\MichaelS3\29631\kart
23:24:15                                        Arma 3 Zeus |              curator |       true |             GAME DIR | e3578d1509f22cc901180ed73925c9d766cdc84c |  e6c7fc7b | C:\TCAFiles\Users\MichaelS3\29631\curator
23:24:15                                             Arma 3 |                   A3 |       true |            NOT FOUND |                                          |           | 
23:24:15                                       @ExileServer |         @ExileServer |      false |             GAME DIR | da39a3ee5e6b4b0d3255bfef95601890afd80709 |  11fdd19c | C:\TCAFiles\Users\MichaelS3\29631\@ExileServer
23:24:15 ==========================================================================================================================================================================================================
23:24:15 InitSound ...
23:24:15 InitSound - complete
23:24:15 PhysX3 SDK Init started ...
23:24:15 PhysX3 SDK Init ended.
23:24:18 Attempt to override final function - rscminimap_script
23:24:19 Attempt to override final function - rscdisplayloading_script
23:24:19 Attempt to override final function - rscdiary_script
23:24:19 Attempt to override final function - rscdiary_script
23:24:19 Attempt to override final function - rscdisplayremotemissions_script
23:24:19 Attempt to override final function - rscdiary_script
23:24:19 Attempt to override final function - rscdiary_script
23:24:19 Attempt to override final function - rscdisplaystrategicmap_script
23:24:19 Attempt to override final function - rscdisplaycommon_script
23:24:19 Attempt to override final function - rscdisplaygarage_script
23:24:19 Attempt to override final function - rscdisplayhostsettings_script
23:24:19 Attempt to override final function - rscdisplayloading_script
23:24:20 Attempt to override final function - rscdisplaycurator_script
23:24:20 Attempt to override final function - display3deneditcomposition_script
23:24:20 Attempt to override final function - display3deneditattributes_script
23:24:20 Attempt to override final function - display3deneditattributes_script
23:24:20 Attempt to override final function - rscdisplayhostsettings_script
23:24:20 Attempt to override final function - rscdisplaycommon_script
23:24:20 Attempt to override final function - rscdisplaydebriefing_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:20 Attempt to override final function - rscunitinfo_script
23:24:22 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f
23:24:22 Loading movesType CfgGesturesMale
23:24:22 Creating action map cache
23:24:22 Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton
23:24:22 Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton
23:24:23 MovesType CfgGesturesMale load time 1101 ms
23:24:23 Loading movesType CfgMovesMaleSdr
23:24:23 Reading cached action map data
23:24:26 Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\sittingchair\hubsittingchaira_idle1.rtm differs (looped now 1)! MoveName: exile_roulettesitting01
23:24:29 MovesType CfgMovesMaleSdr load time 5852 ms
23:24:29 VoteThreshold must be in 0..1 range. Defaulting to 0.5
23:24:30 Initializing Steam server - Game Port: 2322, Steam Query Port: 2323
23:24:30 Steam AppId from steam_appid.txt: 107410
23:24:30 Starting mission:
23:24:30  Mission file: Exile (__cur_mp)
23:24:30  Mission world: Altis
23:24:30  Mission directory: mpmissions\__cur_mp.Altis\
23:24:45 Strange convex component145 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
23:24:45 Strange convex component149 in a3\plants_f\tree\t_pinuss2s_b_f.p3d:geometryView
23:24:47 Strange convex component65 in a3\rocks_f\sharp\sharprock_wallh.p3d:geometryFire
23:24:54 Strange convex component06 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component18 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component30 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component31 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component32 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component42 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component43 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component44 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component46 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component58 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component64 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component76 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component98 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component100 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component132 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component145 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component149 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component151 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component167 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component198 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component244 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component304 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component310 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component337 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component353 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component378 in a3\rocks_f\sharp\sharprock_monolith.p3d:geometryFire
23:24:54 Strange convex component05 in a3\rocks_f\sharp\sharprock_spike.p3d:geometryFire
23:24:54 Strange convex component74 in a3\rocks_f\sharp\sharprock_spike.p3d:geometryFire
23:24:54 Strange convex component202 in a3\rocks_f\sharp\sharprock_spike.p3d:geometryFire
23:24:54 Strange convex component391 in a3\rocks_f\sharp\sharprock_spike.p3d:geometryFire
23:25:00 Attempt to override final function - bis_functions_list
23:25:00 Attempt to override final function - bis_functions_listpreinit
23:25:00 Attempt to override final function - bis_functions_listpostinit
23:25:00 Attempt to override final function - bis_functions_listrecompile
23:25:00 "TCAGame/BIS_fnc_log: [BIS_fnc_preload] ----- Initializing scripts in Exile -----"
23:25:00 "TCAGame/BIS_fnc_log: [recompile] recompile BIS_fnc_missionTasksLocal"
23:25:00 Attempt to override final function - bis_fnc_missiontaskslocal
23:25:00 "TCAGame/BIS_fnc_log: [recompile] recompile BIS_fnc_missionConversationsLocal"
23:25:00 Attempt to override final function - bis_fnc_missionconversationslocal
23:25:00 "TCAGame/BIS_fnc_log: [recompile] recompile BIS_fnc_missionFlow"
23:25:00 Attempt to override final function - bis_fnc_missionflow
23:25:00 "TCAGame/BIS_fnc_log: [preInit] BIS_fnc_feedbackMain (0 ms)"
23:25:00 "TCAGame/BIS_fnc_log: [preInit] BIS_fnc_missionHandlers (0 ms)"
23:25:00 "TCAGame/BIS_fnc_log: [preInit] BIS_fnc_getServerVariable (0 ms)"
23:25:01 "TCAGame/BIS_fnc_log: [preInit] ExileClient_fnc_preInit (383.003 ms)"
23:25:01 "ExileServer - Server is loading..."
23:25:01 Client: Nonnetwork object 3c5f2e00.
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - ERROR! ERROR! ERROR! ERROR! ERROR! ERROR!"
23:25:01 "ExileServer - You have added weapons to your server that spawn in with attachments."
23:25:01 "ExileServer - This will allow duping and money farming!"
23:25:01 "ExileServer - To solve this, please remove the following weapons from your loot tables and trader config OR replace them with their non-attachment equivalent:"
23:25:01 "ExileServer - [""arifle_SPAR_02_blk_F"",""arifle_SPAR_02_khk_F"",""arifle_SPAR_02_snd_F""]"
23:25:01 "ExileServer - Example: Use arifle_Katiba_F instead of arifle_Katiba_ACO_pointer_snds_F."
23:25:01 "ExileServer - Installed extDB2 version: 70"
23:25:01 "ExileServer - Connected to database!"
23:25:01 "ExileServer - Database protocol initialized!"
23:25:01 "TCAGame/BIS_fnc_log: [preInit] ExileServer_fnc_preInit (579.002 ms)"
23:25:01 "DMS :: Initializing Static Mission Variables"
23:25:01 "DMS :: Initializing Dynamic Mission Variables"
23:25:01 "TCAGame/BIS_fnc_log: [preInit] DMS_fnc_DMS_preInit (45.9976 ms)"
23:25:01 Connected to Steam servers
23:25:01 "TCAGame/BIS_fnc_log: [script] initServer.sqf"
23:25:01 "TCAGame/BIS_fnc_log: [postInit] BIS_fnc_missionFlow (0 ms)"
23:25:01 "TCAGame/BIS_fnc_log: [postInit] BIS_fnc_initParams (0 ms)"
23:25:01 "TCAGame/BIS_fnc_log: [postInit] BIS_fnc_initRespawn (0 ms)"
23:25:01 "TCAGame/BIS_fnc_log: [postInit] BIS_fnc_reviveInit (0 ms)"
23:25:01 "TCAGame/BIS_fnc_log: [postInit] ExileClient_fnc_postInit (0 ms)"
23:25:01 "ExileServer - Job with handle 10000 added."
23:25:01 "ExileServer - Job with handle 10001 added."
23:25:01 "ExileServer - Job with handle 10002 added."
23:25:01 "ExileServer - Job with handle 10003 added."
23:25:01 Weather was forced to change
23:25:01 "ExileServer - Job with handle 10004 added."
23:25:01 "ExileServer - Job with handle 10005 added."
23:25:01 "ExileServer - Initializing game world..."
23:25:01 "ExileServer - Loading families from database..."
23:25:03 Warning: 1359 ms spent in callExtension calling name: "extDB2", function: "0:753215:loadClansIdPage:0:100"
23:25:03 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing!
23:25:03  Mission id: f5653f23c7e40660016df9203d96648aac5810a3
23:25:03 "ExileServer - Done loading families!"
23:25:03 "ExileServer - Loading territories from database..."
23:25:04 "ExileServer - Done loading territories!"
23:25:04 "ExileServer - Loading constructions from database..."
23:25:06 Exile_Cosmetic_MG: MainTurret - unknown animation source mainturret
23:25:06 Exile_Cosmetic_MG: MainGun - unknown animation source maingun
23:25:06 Exile_Cosmetic_MG: Ammo_belt_rotation - unknown animation source reloadanim
23:25:06 Exile_Cosmetic_MG: Bolt_reload_begin - unknown animation source reloadmagazine
23:25:06 Exile_Cosmetic_MG: muzzleFlash - unknown animation source muzzle_source
23:25:06 Exile_Cosmetic_MG: zaslehROT - unknown animation source muzzle_source_rot
23:25:06 Exile_Cosmetic_MG: AddAutonomous_unhide - unknown animation source autonomous_unhide
23:25:06 Exile_Cosmetic_MG: bullet001_reload_hide - unknown animation source revolving
23:25:06 Exile_Cosmetic_UAV: RotorImpactHide - unknown animation source rotorHFullyDestroyed
23:25:06 Exile_Cosmetic_UAV: TailRotorImpactHide - unknown animation source tailRotorHFullyDestroyed
23:25:07 Exile_Cosmetic_UAV: propeller1_rotation - unknown animation source rotorH
23:25:07 Exile_Cosmetic_UAV: propeller2_rotation - unknown animation source rotorV
23:25:07 Exile_Cosmetic_UAV: propeller1_hide - unknown animation source rpm
23:25:07 Exile_Cosmetic_UAV: MainTurret - unknown animation source mainTurret
23:25:07 Exile_Cosmetic_UAV: MainGun - unknown animation source mainGun
23:25:09 Land_Box_AmmoOld_F: Ammo_hide - unknown animation source ammo_source
23:25:09 Land_Box_AmmoOld_F: AmmoOrd_hide - unknown animation source ammoord_source
23:25:09 Land_Box_AmmoOld_F: Grenades_hide - unknown animation source grenades_source
23:25:09 Land_Box_AmmoOld_F: Support_hide - unknown animation source support_source
23:25:12 "ExileServer - Done loading constructions!"
23:25:12 "ExileServer - Loading vehicles from database..."
23:25:13 "ExileServer - Done loading vehicles!"
23:25:13 "ExileServer - Loading containers from database..."
23:25:14 "ExileServer - Done loading containers!"
23:25:15 "ExileServer - Creating spawn zone vehicles..."
23:25:15 Strange convex component116 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
23:25:15 Strange convex component117 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
23:25:15 Strange convex component118 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
23:25:15 Strange convex component119 in a3\rocks_f\sharp\sharprock_apart.p3d:geometryFire
23:25:15 Strange convex component01 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component02 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component13 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component32 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component33 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component35 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component37 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component40 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component45 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component53 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component61 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component71 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component91 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component92 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component93 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component103 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component111 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component129 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component131 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component135 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component141 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component160 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component204 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component217 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component254 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component260 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component295 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component309 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:15 Strange convex component315 in a3\rocks_f\sharp\sharprock_wallv.p3d:geometryFire
23:25:19 "ExileServer - Spawning Dynamic Vehicles. GridSize: 2200 Vehs/Grid: 2"
23:25:21 Render target memory points PIP1_pos & PIP1_dir not found.
23:25:21 Render target memory points PIP2_pos & PIP2_dir not found.
23:25:21 TowingTractor: Invalid parent bone 'wheel_1_2' for 'wheel_1_2_hide'
23:25:21 TowingTractor: Invalid parent bone 'wheel_2_2' for 'wheel_2_2_hide'
23:25:21 Exile_Car_Octavius_White: IndicatorOil - unknown animation source oilTemp
23:25:21 Exile_Car_Octavius_White: fuel - unknown animation source fuel_1
23:25:23 Render target memory points PIP0_pos & PIP0_dir not found.
23:25:23 Render target memory points PIP1_pos & PIP1_dir not found.
23:25:23 Render target memory points PIP2_pos & PIP2_dir not found.
23:25:24 "TCAGame/BIS_fnc_log: [BIS_fnc_preload] ----- Scripts initialized at 24104 ms -----"

 

Posted in the section with the mod, please delete this one.

Edited by Snoops121
moved to another forum section

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