I just double checked and I actually did make the changes to my sqf file like in the video. Need to wait for someone else to give me another copy of that file since I saved over it. Safe to say that if I just put the mission.sqf file unedited with the init changes it should work?
So all I do is take the mission.sqf file I have, use the exact exec script on the init file described in the videos? Do I need to edit the mission.sqf file like he does in the video?
The server package also comes with a mission.sqm. I leave this alone yes? I think I may have began messing with...
This is kinda of overboard to have to do, each building one by one to the database. I am trying to get my mission.sqm to be reconized but it either does nothing or doesn't let the server start. Anyone give me a hand with getting this huge edited map installed into this server pack?
I use Phonexi's admin tools on my server. It is pretty self explanitory where the extra code needs to go into the init file, however I have edited the file a lot.
if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil...
I understand what you are saying. I hate using the dayz.st map to add vehicles or the silent warrior to add vehicles. The ability to see what I am placing in game is nice. I don't like to let helis/planes up to chance and some other vehicles such as the MTVR or the SUV. I'd much rather place...
If there any way to keep the vehicles you spawn in from being deleted on server restart?
Also how do things that get repaired stay? Or even when I heal myself it reverts. Any way to make things done with this tool permanent?
I was under the impression that if you used the EU Map editor it would require a client side download? Does it in fact not? If you can find an rename the buildings from the object library it would work fine?
Any idea with the next dayz update, where new loot tables are being added, it will render this broken? I understand that adding another loot table to this code is easy, but will the custom code you wrote not work in some way?
Im going to assume that Seven's loot spawn files only work with the most recent dayz version? I understand that the other maps do not run the up to date Dayz code so soon when they update to Taviana 3.0 it will work?
I am sure that if you lower the chance numbers in the server monitor to a chance of a spawn at 1.00 every 5 minutes with a variance of 30 minutes it would give you are pretty crazy amount of helicrash sites if thats what you want.
I am still having an issue with 7 tents overtime spawning in the supermarket. Following is an excerpt from my file.
case "Supermarket": {
_itemTypes = [
//["ItemWatch","generic"],
//["ItemCompass","generic"],
["ItemMap","weapon"],
["Makarov","weapon"],
["Colt1911","weapon"]...
Is working great so far, just one thing I noticed. I do not have tents spawning in with the building_spawnloot, forgot to put them in. Even though I left it out of the supermarket I had 7 tents spawn in one. That doesn't seem right. Does generic include these tents?
I would assume an easy fix were to remove those ""generic ""military ""trash and just insert that IDs. Makes sense from what he has presented in the thread.
So it is fair to say that redirecting Dayz to use the building_spawnloot in the mission file will change all the loot spawned. So if I were to leave something out of the building_spawnloot fix it won't spawn in the game.
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