not at the moment, currently to initiate this glitch is to slow down the users clientside code, (as far as I'm going to explain it) Easiest way to fix this would be to redo the pause menu for the mod. I'll look into a fix for it and send it in for 1.7.8
This post in the thread should give you an idea on how to add extra non spawning buildings.
http://opendayz.net/threads/100-custom-loot-tables-tutorial.8474/page-4#post-29514
Have a look at this script I posted awhile back. Should give you an idea what to do.
http://opendayz.net/threads/dayz-chenarus-auto-refuel-all-stations.7056/page-4#post-13533
Right click options require modifications to the config.cpp of where that object resides, Only way to do this without that modification would be to have a constant scroll wheel options available when all the items required to make it where present.
I never have worked with any specific companies so don't know what changes they use or which build of private code they use, but this code uses very little changes so should work fine with any build.
I will add the code when I have time to show what changes need made to spawn_loot.sqf to allow...
Only way these objects are going to stick is if every user has an extra addon PBO to allow the definition of the tree models to objects. The true map editor (Visitor) allows you to place raw models into the map. You cannot do this with the editor unless you define the objects in your config.cpp...
This code will work with any dayz version. The style of loot spawning is based on dated code that doesn't break anything with the new loot spawning code. It was more convenient to change the code back to the old style to make this a single file fix rather than having to modify multiple files...
I have patched the file for the "Land_Ind_Workshop01_04" fix.
@Saethkept I noticed in your file you don't have any of tavi's extra buildings in the initial definition Switch, You may want to add them or they will default to residential.
Loot is spawned based of the buildings loot type. so all Barns go under the Farm class. If you change the farm class anything under farm will change.
You can however add more classes and assign all of the same building to this new class. But you cannot make a single specific building spawn...
the reason behind the substitute is because the default code rips the tables for church and office from residential
class Office: Residential
class Church: Residential
Streaming is not possible with the engine, plus the fact that streaming music requires a licence. Only way you can legally do this is public domain and Creative Commons licensed songs.
Most of the time when a weapon spawns it will spawn up to 4 mags with it. These mags are pulled from the weapons class definition, no extra code is required for this to work.
Although if the weapons mags aren't spawned naturally by cfg_loot.hpp they will not appear in random junk piles unless...
You do not need the end chunk. The buildings you would need to add are only the ones that have positions defined for where the loot goes.
The last extra buildings you see are non-enterable buildings that still need to be defined for the zombie spawn logic.
You still need to finish your code...
It a weighted percentage. Take the three examples. Say every 0.01 = 1 so 0 to 9 is medical 10 to 109 is generic and 110 to 359 is military
You would then run a random int from 0 to the max total items (359). If it lands in any of these ranges it will decide on what item is spawning. The more of...
I have removed the heli crash code, I left it in from it being a pure copy and paste from the config.cpp.
the "","military" are classes of predefined groups. These can't be changed the buildings_spawnLoot.sqf. They would need to be changed in spawn_loot.sqf.
These groups are mainly used for...
I received a PM about adding extra buildings that aren't already predefined in the existing config files. This needs some extra work. You will need to find positions you require your buildings to spawn loot in their local coordinates and add them in manually to new case statements of the...
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