I rented a dayz.st server and wanted to add other ArmA 2 OA weapons. I enabled rmod and edited the crashed heli spawn to spawn the weapons I wanted. I get stuck at loading when I try to launch the server, and the only files available to me are the server.pbo and misson.pbo. I was wondering if it was possible to make your own loot spawn, such as the scar, in the dayz.st server?
I went through several tutorials and troubleshoot threads on this and could not find a solution for this specific problem. Any help would be highly appreciated!
The only text I edited was the following from the server.pbo
spawn_heliCrash = {
private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"];
waitUntil{!isNil "BIS_fnc_selectRandom"};
if (isDedicated) then {
_position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log("DEBUG: Spawning a crashed helicopter at " + str(_position));
_veh = createVehicle ["UH1Wreck_DZ",_position, [], 0, "CAN_COLLIDE"];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
_veh setVariable ["ObjectID",1,true];
dayzFire = [_veh,2,time,false,false];
publicVariable "dayzFire";
if (isServer) then {
nul=dayzFire spawn BIS_Effects_Burn;
};
_num = round(random 4) + 3;
_config = configFile >> "CfgBuildingLoot" >> "HeliCrash";
_ItemType = [["SCAR_H_CQC_CCO", "weapon"], ["SCAR_H_CQC_CCO_SD", "weapon"], ["M4A1_HWS_GL_SD_Camo", "weapon"], ["M8_carbine", "weapon"], ["SCAR_H_LNG_Sniper", "weapon",], ["SCAR_H_LNG_Sniper_SD", "weapon"], ["BAF_L85A2_RIS_SUSAT", "weapon"], ["M40A3", "weapon"], ["Mk_48_DZ", "weapon"], ["M249_DZ weapon", "weapon"], ["SVD_CAMO", "weapon"], ["M32_EP1", "weapon"], ["MedBox0", "object"] , ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Soldier1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"] , ["DZ_Backpack_EP1", "object"]];
//diag_log ("DW_DEBUG: _itemType: " + str(_itemType));
_itemChance = [0.05, 0.05, 0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.03];
//diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance));
//diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray"));
waituntil {!isnil "fnc_buildWeightedArray"};
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
//diag_log ("DW_DEBUG: _weights: " + str(_weights));
for "_x" from 1 to _num do {
//create loot
_index = _weights call BIS_fnc_selectRandom;
sleep 1;
if (count _itemType > _index) then {
//diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index));
_iArray = _itemType select _index;
_iArray set [2,_position];
_iArray set [3,5];
_iArray call spawn_loot;
_nearby = _position nearObjects ["WeaponHolder",20];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
};
};
};
I went through several tutorials and troubleshoot threads on this and could not find a solution for this specific problem. Any help would be highly appreciated!
The only text I edited was the following from the server.pbo
spawn_heliCrash = {
private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"];
waitUntil{!isNil "BIS_fnc_selectRandom"};
if (isDedicated) then {
_position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log("DEBUG: Spawning a crashed helicopter at " + str(_position));
_veh = createVehicle ["UH1Wreck_DZ",_position, [], 0, "CAN_COLLIDE"];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh];
_veh setVariable ["ObjectID",1,true];
dayzFire = [_veh,2,time,false,false];
publicVariable "dayzFire";
if (isServer) then {
nul=dayzFire spawn BIS_Effects_Burn;
};
_num = round(random 4) + 3;
_config = configFile >> "CfgBuildingLoot" >> "HeliCrash";
_ItemType = [["SCAR_H_CQC_CCO", "weapon"], ["SCAR_H_CQC_CCO_SD", "weapon"], ["M4A1_HWS_GL_SD_Camo", "weapon"], ["M8_carbine", "weapon"], ["SCAR_H_LNG_Sniper", "weapon",], ["SCAR_H_LNG_Sniper_SD", "weapon"], ["BAF_L85A2_RIS_SUSAT", "weapon"], ["M40A3", "weapon"], ["Mk_48_DZ", "weapon"], ["M249_DZ weapon", "weapon"], ["SVD_CAMO", "weapon"], ["M32_EP1", "weapon"], ["MedBox0", "object"] , ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Soldier1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"] , ["DZ_Backpack_EP1", "object"]];
//diag_log ("DW_DEBUG: _itemType: " + str(_itemType));
_itemChance = [0.05, 0.05, 0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.03];
//diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance));
//diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray"));
waituntil {!isnil "fnc_buildWeightedArray"};
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
//diag_log ("DW_DEBUG: _weights: " + str(_weights));
for "_x" from 1 to _num do {
//create loot
_index = _weights call BIS_fnc_selectRandom;
sleep 1;
if (count _itemType > _index) then {
//diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index));
_iArray = _itemType select _index;
_iArray set [2,_position];
_iArray set [3,5];
_iArray call spawn_loot;
_nearby = _position nearObjects ["WeaponHolder",20];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
};
};
};