I don't think that would have anything to do with it. The commented out part can be used to stop certain objects (like bodies and other smaller stuff) from spawning, it should work without it.
I'm not sure what else to try... Some ideas:
How long are you waiting for things to spawn when you...
I'm not sure if it's what's wrong with loot spawning, but the only differences between my files and what I posted are:
In server_PermaLootInit change [_x] call server_spawnLoot; to _x call server_spawnLoot; and
In server_spawnLoot change _obj = _this select 0; to _obj = _this;
I haven't changed...
Are any of the log entries for the object spawns showing up? After the heli wrecks you should be seeing "Create Objects: bin\config.bin/CfgTownGenerator/(CityName)" for each city in your RPT. If those are showing up, uncomment "//diag_log ("LOOTSPAWN");" in server_spawnLoot.sqf and you should be...
When I was playing around with repair trucks and built repair structures, I noticed that some of them will only repair certain vehicles. I ended up coming to the conclusion that the vehicle's side has to match (or be friendly to) that of the repair vehicle/structure, although I could be wrong.
I'll take a loot at my files and see what I messed up in the instructions and update the instructions. I just noticed I never added at least one step to the instructions... Sorry about that, I was just so excited to have it working that I rushed things.
The fillLocs script should be executed from server_monitor, by "above post" I meant my previous post that outlined the permanent loot script, the second one was just the cfgTownGenerator objects.
No problem at all, I helped create this monster, so I may as well help people use it :D
Thanks for pointing out my omission of the file name on the first one, I'll edit it in a minutes. Yes, the file should be named server_spawnLoot.sqf and placed in dayz_server/compile/. Also, ignore the init.sqf thing, it was a leftover from before I updated my post, and will be removing it...
Weird, the server monitor should be there if nothing changed recently, especially since it's referenced in your server_init. The helicrash code in init is just the function that gets called in the monitor to actually spawn them, so the code never got executed when you put it there.
What method...
Sorry about that. I'm not using BE on my lan server and don't have the current scripts.txt handy, but based on my completely outdated file it's most likely the createVehicle commands in the script (line 20 is createMine in my file, but that wouldn't make sense). Just look at line 20 in...
It's not as bad as I expected it to be, actually. It takes a bit longer to load into the map, and is noticeably slower for a couple of minutes for me. But no more so than some servers I've connected to online. I just sit back and do something else for a couple of minutes to be on the safe...
EDIT: fixed the object filter statement, EDIT2: ...again...
EDIT3: sleep position fix.
Here's how to replace the location streaming function to get the above to spawn loot for the townGenerator objects:
(This one could affect performance as you're populating the map with everything that's...
EDIT: Got it fully integrated with dayz_server.pbo, updated post.
EDIT2: Fixed messed up instructions so they should actually work.. Thanks joikd for pointing out that they didn't work.
I guess this is as good an introduction as any: (EDIT: given the initially broken code, there could have...
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