Namalsk buildings won't spawn loot with the 1.8.8 code no matter what you do.
@clifdayz what doe the a= & b= do, are they the region where they can spawn? I:e: from 4880 up to 7000 or something?
With sarge you could make custom markers where the AI spawned on. These could cover the entire map so the way points were on the entire map.
That being said, I'll have a look at your suggestion. Adding random way points shouldn't be too difficult then.
All AI I've been seeing has dynamic spawns etc. Sarge had the one thing I truly loved about AI, they spawn at server start and just roam around the map never despawning.
No AI framework I've seen since has had this feature. Any of you guys know one?
Hi guys,
I have a dream. A dream of perma zombies that populate the server on restart so people don't get that "oh zombies there's a player" headsup.
This would be a (massive) FPS hog, so ideally it would be ran by a headless client. But even without, about 400 zombies should only have a max...
That is for dayz 1.7.7.1, it wouldn't work on dayz 1.8.8.
Loot_init has been taken out in dayz 1.8.8, which makes everything easier but also more difficult ;)
Main point is, the lootspawning works and is configurable for all the chernarus buildings (can edit type and positions without a...
Mister DangerRuss! You are always most welcome any server you know that!
I'll send you the mission file I have right now, loot is set up so different from what it used to be it's scary ;)
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