I took a look at his mission PBO as well, and it looks fine to me. He hasn't yet modified the custom loot table to add any items, which means it is still Seven's unaltered code pasted directly from his pastebin. Nevertheless, I went line by line through his building_spawnLoot.sqf and found no...
Well, the code from post #17 in this thread works really well, but also prevents loot from spawning on my server. My only guess is that it is overriding or suppressing the building_spawnLoot.sqf in the DayZ Code. I suppose one could build new loot spawn code into all of Joikd's code "packets"...
@mmmyum:
To call the code you want to use find the following in your server mission PBO init.sqf:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
put this underneath it:
player_spawnCheck = compile preprocessFileLineNumbers...
I have tried to run Joikd's zombie code every way that I can come up with - and while it works amazingly well - no matter how I run it, it prevents loot from spawning. I have tried:
fnc_usec_player_spawnCheck = compile preprocessFileLineNumbers "fixes\player_spawnCheck.sqf"...
I also agree with you regarding the imbalance of zombie behavior in general. I suppose it's the die-hard zombie fan in me that is willing to suspend my disbelief where most of the DayZ zombie bugs are concerned. What I seek is, is in addition to the random action of PvP encounters and the...
While I do not support the idea of "nerfing" zombies, as I feel they should be the main attraction, I will help you out a bit.
- Open (w/cpbo or PBO manager) the DayZ Code PBO in your Arma II folder for whichever version or mod of DayZ you are running. Unpack that to a folder on your desktop...
I have been trying to find the building class name for the offshore drilling platforms on Taviana. What I have come up with so far is 'usec_rig_a'. Is that correct? Also, how does one determine the coordinates for loot in a building? Is it based off the world map coordinate grid, or off a grid...
Not sure if anyone is interested, however I for one have been anxiously awaiting Taviana.com updated to the new DayZ code. So I decided to see if I could make zombies attack players in vehicles on my Taviana.com server which of course runs 1.7.4.4. I did achieve that, and it was much easier to...
I have been experimenting with Joikd's excellent zombie spawn modification code, found here in post number 17: http://opendayz.net/threads/trying-to-change-zombie-spawns-from-spawn-to-call.6703/
The code works great ... on the Taviana server where I've been testing it, I've managed to have...
I have been doing the same, but also trying to mod zombie behavior , spawn rate and damage to player, etc. I agree that Taviana 2.0 is a great platform on which to build a unique server. However, in my opinion a 3.0 version could be even better, although the 1.7.6.1 zombies feel much less...
For me, this removes all of the other player self actions when running the file like you show here in the init.sqf.
This is driving me bonkers. If I run it one place in the init.sqf, it prevents loot from spawning, if I run it as I imagine you did, then all other self actions are removed.
In regard to post #6 in this thread: http://opendayz.net/threads/trying-to-change-zombie-spawns-from-spawn-to-call.6703/
Where did you place:
fnc_usec_selfActions = compile preprocessFileLineNumbers "fixes\zombieSpawns.sqf";
in your init.sqf?
I have run some of joikd's zombie spawn code on...
http://opendayz.net/threads/100-custom-loot-tables-tutorial.8474/ in conjunction with rMod, will allow you to do what you seek. For weapon class names: http://www.dayzsuperhive.co.uk/object-library.html
For now at least, it's somewhat up to server owners who run Tavi to keep the torch burning. I suspect Hicks may have a surprise hidden up his sleeve for us Taviana fans ... that is my hope at least. At any rate, until the update hits, server owners will have to modify stock 2.0 as they see fit...
I am highly interested in - while graciously awaiting Taviana 3.0 - adapting 1.7.6.1 zombie capability to 1.7.4.4 zombies in .com 2.0. One thing I have learned hard and final like (and I am really a noob) with DayZ/Arma Coding is that sometimes having your cake and eating it too either takes...
@Seven,
I plan to add the extra buildings at some point. For Taviana.com, in the config.cpp, many of the buildings specific to Taviana have not been defined as well - I think there were two or three extra that are not found on Chernarus. However, for Taviana.eu, all of the extra Taviana...
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