no you cannot overwrite texture files. Arma packages is files based of a header location defined in the pbo. Most textures are defined with their residing package.
"ca\modelname\data"
"ca\buildings\data"
"ca\plants\data"
best change it to
["WeaponHolder_ItemMachete", "object"]
spawn_loot.sqf uses the class to decide how to spawn the loot. "object" will just spawn the object as a single item, with nothing defined as the class it will try to spawn random junk around the object which will cause bother trying to...
Crash sites are not effected by this code, you must make the changes to the server_spawnCrashSite.sqf code using the same principle as this edit to make changes.
No. This skips an array (list) collection.
During game launch it compiles the data form the config files to build entities that the game uses. These entities need to be generated on start up and cannot be manipulated afterwards due to being generated by the engine not the virtual machine that...
you can't do it to a specific building in a town, but you can do it for all of one type of building, you would just need to copy its base class and change that building to the new base class with the changed loot tables.
That would be ripped apart in seconds, the idea behind dll's are they are open expansions for an exe to hook into. Anyone with basic knowledge would rip it apart and find what it is doing, but once again, its not the dll's code that will be stopped, it will be the thread executing it.
The pub is in the fix list for the next version, a lot of the arma1 buildings are smaller since scale was different back then. It will be converted to the arma 2 pub.
Loot handling will be on the server side in the final version, so admins have easy control to decide what is in their server...
Just copy player_spawncheck.sqf into a fixes folder in your mission pbo then in the init.sqf add this line.
player_spawnCheck = compile preprocessFileLineNumbers "fixes\player_spawnCheck.sqf";
change _maxzombies under the _isAir statement to 0 to stop the zombies from spawning
tents are there own object "WeaponHolder_ItemTent", if you managed to spawn 7 in one building, then your chance values are out of sync and you have managed to make tents common. Tents have a standard spawn rate of 0.01.
I tend not to like the idea of spawning loot in vehicles, players can remember the location of the vehicles they have and constantly blow them up before restart and collect the loot from them again. infinite supply of what ever is in there.
I never said they didn't work, I said I never put in the extra changes to allow changes to the sub categories of food, trash, generic, etc. To modify them sub categories you need to make changes to spawn_loot.sqf. But you can remove and add them as a whole no problem using my edit.
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