Chantico17
New Member
Ok. Thank you for quick reply.
I'll wait till this is sorted
Good luck with new job
I'll wait till this is sorted
Good luck with new job
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cheersOk. Thank you for quick reply.
I'll wait till this is sorted
Good luck with new job![]()
Hmm, I added "Plastic_Pole_EP1_DZ" to the build-recepies, but when after selecting it from the recipies it won´t show up as a model, the code is set to "000000" and it is not written to the database...
Any ideas?
Hey Having a great time with this mod, Just curious though, is there a way to increase the range on the Remove feature. Some buildings it is a nightmare to try and track down just the right spot to remove it
Also wondering if anyone knows a clever way to make it so loot and zombies cannot spawn near plot poles? Any help greatly appreciated!
Hans
Hey Having a great time with this mod, Just curious though, is there a way to increase the range on the Remove feature. Some buildings it is a nightmare to try and track down just the right spot to remove it
Also wondering if anyone knows a clever way to make it so loot and zombies cannot spawn near plot poles? Any help greatly appreciated!
Hans
To stop bases spawning zombies in 1.7.7.1 you just need to add each deployable to a mission side CfgBuildingLoot.hpp and set
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
To stop bases spawning zombies in 1.7.7.1 you just need to add each deployable to a mission side CfgBuildingLoot.hpp and set
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
baseBuildingRemoveZombies = ["Concrete_Wall_EP1","WarfareBDepot","Base_WarfareBBarrier10xTall","WarfareBCamp"];
// This is a "I dont spawn anything" template
class None {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
zombieClass[] = {};
lootChance = 0;
lootPos[] = {};
lootType[] = {};
hangPos[] = {};
vehPos[] = {};
};
// This is my actual array of deployables set to spawn zilch
class baseBuildingRemoveZombies: None {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
zombieClass[] = {};
lootChance = 0;
lootPos[] = {};
itemType[] = {};
};
To stop bases spawning zombies in 1.7.7.1 you just need to add each deployable to a mission side CfgBuildingLoot.hpp and set
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
class WarfareBDepot {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
};
Doesn´t work, by the way...
Did this in the CfgBuidlingLoot.hpp
Code:class WarfareBDepot { zombieChance = 0; minRoaming = 0; maxRoaming = 0; };
Zombies still spawning around this building.
class BaseBuilding: Default {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3"};
lootChance = 0;
lootPos[] = {};
lootType[] = {};
hangPos[] = {};
vehPos[] = {};
};
class ZavoraAnim: Basebuilding {
maxRoaming = 0;
};
You need one entry in CfgBuidlingLoot.hpp
Code:class BaseBuilding: Default { zombieChance = 0; minRoaming = 0; maxRoaming = 0; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3"}; lootChance = 0; lootPos[] = {}; lootType[] = {}; hangPos[] = {}; vehPos[] = {}; };
then you need to assign each buildable to that new entry in CfgBuildingPos.hpp it works fine
Code:class ZavoraAnim: Basebuilding { maxRoaming = 0; };
You need one entry in CfgBuidlingLoot.hpp
Code:class BaseBuilding: Default { zombieChance = 0; minRoaming = 0; maxRoaming = 0; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3"}; lootChance = 0; lootPos[] = {}; lootType[] = {}; hangPos[] = {}; vehPos[] = {}; };
then you need to assign each buildable to that new entry in CfgBuildingPos.hpp it works fine
Code:class ZavoraAnim: Basebuilding { maxRoaming = 0; };