Sorry left a major part out :p
if (_randomSpot) then {
private["_position","_worldspace"];
if (!isDedicated) then {
endLoadingScreen;
};
_position = ([[2070.8286,11682.723], 0, 10, 12, 0, 120, 0] call BIS_fnc_findSafePos);
_worldspace = [0,_position];
};
You don't need to change the mission file since you are using a single spawn point, I can tweak it to use the spawn point from a mission file if you wish. You only need an x and y co-ordinate to run the code, mission.sqm's show the code as x,z,y.
So remember that when you are grabbing the...
Ah, missed that bit.
edit dayz_server.pbo\compile\server_playerSetup.sqf
around line 174 you will find the "if (_randomSpot) then {" section
Change this to
if (_randomSpot) then {
_position = ([[2070.8286,11682.723], 0, 10, 12, 0, 120, 0] call BIS_fnc_findSafePos);
_worldspace =...
Why would you only want one spawn location?
And Database has no control over how players spawn, The database only stores data and returns player and vehicle data when requested.
I'll Just run though all your points here.
PsiSyndicate is your first problem, he is an alright chap, but his words are mixed. I know he loves the map, but he can say things quick of the bat and never correct him self.
The spawn system is a pain we know. So I rewrote spawning to DayZ to cater...
I will release the files tomorrow for the current build on Github. At least then players can use the mission files to see where the current vehicles and buildings are for any modifications admins want to make to the map.
Nails have the same drops chance of Knifes (~7%). So that should give you a ruff indication of how rare they are to spawn.
We made them rare enough to be a pain to find, but no so rare to penalise crafting.
This can't be right at all.
Are you sure you executed the code correctly. The error is saying that _this is an undefined variable which is impossible since it is the buildings that execute this code.
The doorways have been fixed. They are already waiting in the repository :)
ShermanFTW is working on the hospital right now, and will then move on to more buildings. It will be a slow and painful process but majority if not all building will be enter-able soon enough.
From the looks of this you are running @caa1 which is the base mod Sahrani was built of. @caa1 is no longer needed to run Sahrani since it has been repackaged to reduce the size and remove unneeded content.
How are you launching the game? if its through commander, check to see in the...
MySQL handles all of the vehicle data if you look in the vehicle_classes table you will notice a MaxNum column. The more in this column, the more you can spawn. We have a default limit of 100 in the pMain() Function, this will need changed on line 10. if you want to go beyond 100 vehicles...
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