HEROTHOR
Member
Both, I was just assuming that if the bridge spawned in via this method, why cant a barracks?
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class Item14
{
position[]={13725.856,46.825798,2936.4185};
id=104;
side="EMPTY";
vehicle="USSpecialWeapons_EP1";
skill=0.60000002;
init="clearMagazineCargo this; clearWeaponCargo this; {this addWeaponCargoGlobal [_x, 2];} forEach ['M24','M4A1_AIM_SD_camo','M249','m16a4_acg','M9SD']; {this addmagazineCargoGlobal [_x, 12];} forEach ['5Rnd_762x51_M24','15Rnd_9x19_M9SD','30Rnd_556x45_Stanag','30Rnd_556x45_StanagSD','200Rnd_556x45_M249'];";
};
class Item14
{
position[]={13725.856,46.825798,2936.4185};
id=104;
side="EMPTY";
vehicle="USSpecialWeapons_EP1";
skill=0.60000002;
init="clearMagazineCargo this; clearWeaponCargo this; {this addWeaponCargoGlobal [_x, 2];} forEach ['ItemSodaCoke','ItemMRE','ItemMorphine'];"
};
I can't remember the exact way but hopefully this will explain the idea
1- In your deployable table (where tents and tank traps are) add one of the following types of ammo crate :
UNBasicAmmunitionBox_EP1 - USBasicAmmunitionBox_EP1 - USOrdnanceBox_EP1 - USVehicleBox_EP1
2- In the instance_deployable table add them, deployable ID is the ID specified in your deployable table (step 1)
They will also need world space coordinates for where you want them.
Finally add the inventories, I used rMod2 so my inventory won't work but you can alter the class names, ammo and number to add from my examples
5 weapons with 5 of each weapon plus ammo type and 50 mags of each ammo
Code:[[["Sa58P_EP1","Sa58V_EP1","M60A4_EP1","Mk_48_DES_EP1","M110_TWS_EP1","M47Launcher_EP1"],[5,5,5,5,5,5,5]],[["30Rnd_762x39_SA58","100Rnd_762x51_M240","100Rnd_762x51_M240","20Rnd_762x51_B_SCAR","Stinger","Dragon_EP1"],[50,50,50,50,50,50]],[[],[]]]
4 types of clothing and 10 of each type
Code:[[[],[]],[["Skin_Soldier1_DZ","Skin_Survivor2_DZ","Skin_Camo1_DZ","Skin_Sniper1_DZ"],[10,10,10,10]]]]
Hope that helps
Each restart they will be fully restocked and as far as i know they have no limit, any item can be added so you can have medical boxes, vehicle parts etc
Also there are many more types of crate you can have, don't limit yourself to the 4 i listed
Hello all, i am having an issue with getting the ammo box to spawn, i have followed the tutorial from the you tube video and created the deployable. I am running dayz 1.7.7.1 on dayz.st, when i try to spawn the ammo box i get nothing, however if i try to spawn a tent it works. Does the info from the you tube video work for my version of dayz? I am using the usbasicammo_ep1 object. I have edited my data base with this and have tried an empty ammo box as well as a full ammo box.
init="clearMagazineCargo this; clearWeaponCargo this; {this addWeaponCargoGlobal [_x, 2];} forEach ['M24','M4A1_AIM_SD_camo','M249','m16a4_acg','M9SD']; {this addmagazineCargoGlobal [_x, 12];} forEach ['5Rnd_762x51_M24','15Rnd_9x19_M9SD','30Rnd_556x45_Stanag','30Rnd_556x45_StanagSD','200Rnd_556x45_M249'];";
hi, great thread but I was wondering if you could add weapon/ammo crates (ideally custom ones) to the loot table? I already use a custmised loot table but would love to have a low probablity of a crate spawning in some areas. Any ideas if this is possible?
class Hospital: Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] = {"z_doctor","z_doctor","z_doctor"};
lootChance = 0.9; //0.2
lootPos[] = {};
lootType[] = {
{"","trash",0.1}, //0.5
{"","hospital",0.7}, //0.5
{"MedBox0","object",0.5} //0.01
};
};
class Farm: Default {
zombieChance = 0.3;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3"};
lootChance = 0.8;
lootPos[] = {};
lootType[] = {
{"WeaponHolder_ItemJerrycan","object",0.03},
{"huntingrifle","weapon",0.02},
{"LeeEnfield","weapon",0.03},
{"Winchester1866","weapon",0.03},
{"Crossbow_DZ","weapon",0.03},
{"PartWoodPile","magazine",0.08},
{"WeaponHolder_ItemHatchet","object",0.05},
{"MR43","weapon",0.01},
{"MeleeMachete","weapon",0.04},
//{"","craft",0.10},
{"","military",0.10},
{"","generic",0.60},
{"","trash",0.20}, //0.40
{"cratenamehere","Object",0.20}
};
};