If that can be done, is there a way to make the initial loot spawn immediately when a player enters the range? Currently, if nobody has been to a town it takes many minutes to get it to spawn.
Ideally, I would still like to figure out a way to get dayz_server.pbo to spawn the loot once. All of...
Maybe dayz_code\compile\building_spawnLoot needs this to be deleted (if it is loaded before any players enter the world)?
if (player distance _iPos2 > 5) then {
I think I am going to add this after _tooManyMen in player_spawnCheck. I have noticed that buildings will keep spawning zombies as soon as the preceding group reaches a certain distance.
_nearbyZs = {_x} count (_nearby nearEntities ["zZombie_Base",30]) > 4;
Then, add under the: if...
Here's the untested code from the other thread. My issue is how to initiate upon server start, or when the first player joins, and prevent it from running again.
spawn_allBuildingLoot = {
private["_center","_Chernarus","_allBldngs","_fastRun","_type","_config","_canLoot","_handle"]...
I forgot to mention that I think a short "sleep" (.1 maybe?) might be needed in between call building_spawnZombies and forEach _nearby since it seems that call dominates completely until it completes as opposed to spawn (want to avoid any stutter in-game). If you do this, and find a good...
Use this instead. It's the latest version of mine, which has been optimized by a much more capable person than myself.
Change the two numbers to your liking in [,] for each of the "call SpawnCheack"s. Just make sure that you go from highest to lowest for the range (second number) since it...
I want to prevent all loot farming, and is just one of a few big changes. The server should only really be significantly affected when the first person connects. After that no more loot will spawn, so I'm thinking that the server should actually run better than vanilla DayZ as far as loot is...
There must be a simple way to spawn all loot upon server start, and not spawn again just like crash site loot. I'm guessing that it needs to be invoked in the dayz_server.pbo. I'm okay with changing files, and forcing players to download them.
Any help would be appreciated.
Found success with this below. Zombie spawn radius varies inversely with the amount of potential building spawns. Still tweaking, but it's a good start.
_inVehicle = vehicle player isKindOf "player";
_fastRun = _this select 0;
_position = getPosATL player;
if (count (_position nearObjects...
My changes to zombie spawns have made DayZ better IMHO, but have not achieved everything that I wanted. My changes so far include: increased number of zombies per spawn, increased spawn radius, elimination of multiple players increasing the number spawned, "safe zone" around a player once...
Well, I figured out how to create a "cleared" zone of 200 around each player with the 300-500 ring causing zombie spawns. So, once you clear the area 200 around you, zombies will not spawn in the 200 ring at all (they might creep in from outside the 200 ring on their own, though).
I also got...
Vanilla DayZ spawns x amount of zombies for EACH player within a certain distance of a spawnable building. So, if the building was set to spawn one zombie, if three players closed within the spawning distance of the building, three zombies would spawn. I hate any kind of difficulty scaling, and...
Sorry. I forgot to post an update. I reverted to the previous hiveext.dll version in github. That fixed it.
I am running only chernarus, but thanks for your input, Geekz.
Well, dammit, I just got home and checked. The reinstall had no effect--time is still doing its own thing no matter what I change.
Any other suggestions?
Thanks again for the help. If that doesn't work to check it, no biggie, I'm at work anyway.
I did notice that when I started the server that the ArmA console showed the correct time. So, maybe it is good.
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