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class Custom_Lootspawn: Default {
zombieChance = 0.7;
maxRoaming = 4;
zombieClass[] = {"zZombie_Base","z_teacher","z_villager1","z_villager2","z_villager3"};
lootChance = 0.5;
lootPos[] = {};
itemType[] = {
//TOOLS
{"ItemCompass","generic"},
{"ItemMap","weapon"},
{"ItemKnife","generic"},
{"Binocular","weapon"},
{"ItemMatchbox","generic"}
};
itemChance[] = {
//TOOLS
0.03, //ItemCompass
0.03, //ItemMap
0.05, //ItemKnife
0.04, //Binocular
0.05, //ItemMatchbox
};
};
class Land_A_FuelStation_Build: Industrial {
lootChance = 0.5;
zombieClass[] = {"zZombie_Base","zZombie_Base","z_teacher","z_suit1","z_suit2"};
lootPos[] = {{-1.31958,-0.655151,-1.57448},{1.82349,0.769653,-1.57458},{1.67871,-0.918701,-1.57458},{-1.23242,1.26794,-1.57458}};
};
clearMagazineCargo this; clearWeaponCargo this; this addMagazineCargo ["ItemSodaCoke",2]; this addMagazineCargo ["FoodCanSardines",3]; this addMagazineCargo ["FoodSteakCooked",1]; this addMagazineCargo ["FoodSteakRaw",4]; this setpos [4043.0413, 11663.627, 10.272475];
Seven, i know it seems like leeching... but iam searching for ages for a tut on howto overwrite the config.cpp inside my dayz_server.pbo. PLEEEEEAAAASE!I've managed to do, over write the process instead of loading from the Config files, build array data with all the information and use them arrays.
Seven, i know it seems like leeching... but iam searching for ages for a tut on howto overwrite the config.cpp inside my dayz_server.pbo. PLEEEEEAAAASE!
yeah i looked it up, but couldnt find a way to replace the config.bin inside dayz_code.pbo in my fixes-folder
Yeah thats what im trying to find out aswell, keep me updated if you find a solution and i will tooSure, you can also spawn MedBoxes via DB with Weapons and Stuff in it... Problem is that the Content doesnt save to DB like Tents, so after each Restart the Boxes are full again. Its Ok for pure Deathmatch Servers like Wasteland and such Stuff, but this isnt DayZ anymore![]()
I actually have another idea for this, in the editor you can add Weapon Boxes like Russian Basic etc... You could maybe edit them and make them less overpowered. I know this works but im trying to find a solution to add more or fewer weapons.
init="null = this execVM ""scripts\ammo.sqf"";";
while {alive _this} do
{
// Remove all the stock items from the crate
clearMagazineCargo _this;
clearWeaponCargo _this;
_this addWeaponCargo ["ItemMachete", 3];
// Sidearm
_this addWeaponCargo ["glock17_EP1", 2];
_this addWeaponCargo ["M9SD", 2];
_this addWeaponCargo ["Colt1911", 2];
// Grenades & Satchels
_this addMagazineCargo ["HandGrenade_West", 2];
// Restock time in seconds
sleep 3600;
};
Just assign a script to the box and perform something like this:
Code:while {alive _this} do { // Remove all the stock items from the crate clearMagazineCargo _this; clearWeaponCargo _this; _this addWeaponCargo ["ItemMachete", 3]; // Sidearm _this addWeaponCargo ["glock17_EP1", 2]; _this addWeaponCargo ["M9SD", 2]; _this addWeaponCargo ["Colt1911", 2]; // Grenades & Satchels _this addMagazineCargo ["HandGrenade_West", 2]; // Restock time in seconds sleep 3600; };
Have you tested it amd does it work? is it possible to add KSVK, RPK, PKM etc.. Will the gear save? so it doesnt respawn after every restart but after time