How To Remove Barbed Wire Dayz
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Remove spinous wire
- Thread starter Shibdib
- Kickoff engagement
- #ane
Would but removing it from the deployable tab in the DB exist enough to keep it from being deployed?
- #ii
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- #iii
Theirs a tunngle thread on this but in my custom weapon spawn spawn_loot.sqf I also got rid of barbed wire spawns
private["_itemType","_iPos","_indexLootSpawn","_iArray","_iItem","_iClass","_item","_qty","_max","_tQty","_arrayLootSpawn","_canType"]; // [_itemType,_weights] _iItem = _this select 0; _iClass = _this select 1; _iPos = _this select two; _radius = _this select 3; _holderItem = _iItem; switch (_iItem) do { case "BAF_AS50_scoped": { _holderItem = "BAF_LRR_scoped_W"}; case "M107_DZ": { _holderItem = "SVD"}; instance "M1014": { _holderItem= "Saiga12K"}; case "Mk_48_DZ": { _holderItem= "Pecheneg"}; example "M4A1_AIM_SD_camo": { _holderItem = "G36K"}; example "FN_FAL_ANPVS4": { _holderItem = "AK_107_pso"}; case "10Rnd_127x99_m107": { _holderItem = "5Rnd_86x70_L115A1"}; case "ItemFlashlightRed": { _holderItem = "DZ_Assault_Pack_EP1"}; case "ItemWire": { _holderItem = ""}; example "8Rnd_B_Beneli_74Slug": { _holderItem = "8Rnd_B_Saiga12_74Slug"}; example "30Rnd_556x45_G36": { _holderItem = "100Rnd_762x54_PK"}; case "2Rnd_shotgun_74Slug": { _holderItem = "8Rnd_B_Beneli_74Slug"}; example "2Rnd_shotgun_74Pellets": { _holderItem = "8Rnd_B_Beneli_Pellets"}; example "DMR": { _holderItem = "Huntingrifle"}; case "20Rnd_762x51_DMR": { _holderItem = "5x_22_LR_17_HMR"}; case "MP5SD": { _holderItem = "MP5A5"}; case "30Rnd_9x19_MP5SD": { _holderItem = "30Rnd_9x19_MP5"}; case "bizon_silenced": { _holderItem = "Bizon"}; example "64Rnd_9x19_SD_Bizon": { _holderItem = "64Rnd_9x19_Bizon"}; case "ItemMap": { _holderItem = "ItemBandage"}; default {}; }; _iItem = _holderItem; switch (_iClass) do { default { //Item is nutrient, add random quantity of cans along with an particular (if exists) _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"]; _arrayLootSpawn = [] + getArray (configFile >> "cfgLoot" >> _iClass); _itemType = _arrayLootSpawn select 0; _weights = _arrayLootSpawn call fnc_buildWeightedArray; _qty = 0; _max = ceil(random iv) + ane; //diag_log ("LOOTSPAWN: QTY: " + str(_max) + " Array: " + str(_arrayLootSpawn)); while {_qty < _max} do { private["_tQty","_indexLootSpawn","_canType"]; _tQty = floor(random ane) + 1; //diag_log ("LOOTSPAWN: Particular QTY: " + str(_tQty)); _indexLootSpawn = _weights call BIS_fnc_selectRandom; _canType = _itemType select _indexLootSpawn; _holderItem = _canType; switch (_canType) do { case "10Rnd_127x99_m107": { _holderItem = "5Rnd_86x70_L115A1"}; case "2Rnd_shotgun_74Slug": { _holderItem = "8Rnd_B_Beneli_74Slug"}; case "2Rnd_shotgun_74Pellets": { _holderItem = "8Rnd_B_Beneli_Pellets"}; case "64Rnd_9x19_SD_Bizon": { _holderItem = "64Rnd_9x19_Bizon"}; instance "30Rnd_9x19_MP5SD": { _holderItem = "30Rnd_9x19_MP5"}; case "20Rnd_762x51_DMR": { _holderItem = "5x_22_LR_17_HMR"}; default {}; }; _canType = _holderItem; //diag_log ("LOOTSPAWN: ITEM: " + str(_canType)); _item addMagazineCargoGlobal [_canType,_tQty]; _qty = _qty + _tQty; }; if (_iItem != "") then { _item addWeaponCargoGlobal [_iItem,ane]; }; }; case "weapon": { //Item is a weapon, add it and a random quantity of magazines _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"]; _item addWeaponCargoGlobal [_iItem,1]; _mags = [] + getArray (configFile >> "cfgWeapons" >> _iItem >> "magazines"); if (count _mags > 0) and then { _item addMagazineCargoGlobal [(_mags select 0),(round(random two))]; }; }; case "mag": { //Particular is one mag _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"]; _item addMagazineCargoGlobal [_iItem,i]; }; case "object": { //Detail is one magazine _item = createVehicle [_iItem, _iPos, [], _radius, "CAN_COLLIDE"]; }; }; if (count _iPos > two) and then { _item setPosATL _ipos; };
instance "ItemWire": { _holderItem = ""};
- #4
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instance "ItemWire": { _holderItem = "ItemBandage"};
- #v
Could you lot change instances of Wire spawn to somethin else past calculation it into the _holderitem ?case "ItemWire": { _holderItem = "ItemBandage"};
Yup you can add whatever dayz item or weapon in in that location... then instead of wire you lot want beans to spawn.. then beans it is.
Notation: That script above is the all-time anti hack I have.. swap all the highly spawned items out and now whenever someone spawns it and its in their inventory my anti hack kicks em
http://world wide web.tunngle.net/customs/topic/103541-dayz-loot-substitution-or-suppression-in-mpmission/
^^ the original thread
- #6
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Can't say I have seen a can of Mount Dew in the factory before.
One post by jwo7777777 was specially useful for me as a beginner:
Don't change the dayz_code original unless you are making your ain customer release or want to feel all kinds of errors, burps, and frustrations of a not-working server to which nobody can connect.1) You brand a copy of the spawn_loot.sqf file from the dayz_code.pbo that is distributed with the client (client being the files that are in the @dayz or @dayzlingor, etc.... ) (If you dont know how to unpack a .pbo, you need cPBO.exe or Eliteness or some similar program ... poke around on the Armaholic websites for the files and how to practice it.)
two) You modify the re-create of spawn_loot.sqf with the changes you lot want.
three) You put the modified copy somewhere in the mpmission for your server. I run bliss setup. I put my spawn_loot.sqf inside <arma2 folder>/mpmissions/dayz_1.lingor/fixes/. Originally elation builds a dayz_1.lingor.pbo in the mpmissions, only I unpack it, make my changes (and and then repack it later if I want).
4) Modify your init.sqf to include spawn_loot = compile ... apathetic blah ... fixes\spawn_loot.sqf. Notice that the "fixes\spawn_loot.sqf" is a relative path to the init.sqf file.
v) Repack your dayz_1.lingor directory to dayz_1.lingor.pbo (if you want. If you choose to Not repack, and so delete the original dayz_1.lingor.pbo so that the server will still load the unpacked files. If you practice not do this, the server will employ the unchanged .pbo.)
If you practice repack, and then all the changed files must be part of the repack. This is why information technology is recommended to put your changed files in a "fixes" folder that is located under the mpmission\dayz_<instance>.<world> folder.
(For dayz server builds other than elation, your mileage may vary. In other words, this is a general guide, not a stride by step didactics.)
Thanks for the code Shibdib, has really got me on my way scripting
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Source: https://opendayz.net/threads/remove-barbed-wire.7018/
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