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Calinthor

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Everything posted by Calinthor

  1. The Stormseekers have been running a private server for several months with mixed success. Currently many regulars have either stopped coming by or are too busy to play. The server has many custom changes with many more planned. The end goal is to have Clan vs Clan play as well as Mission Operations with customized scenarios and rewards. There are enemy AI and new buildings/objects on the map and the location and count will be changed weekly. No special downloads needed, everything on the server is Allowed by the DayZ standard files. Server may not show up in list, but if you filter by "StormSeekers" it should show up. We have a Ventrilo Server that anyone is welcome to join and clans can have channels setup for them. Search Tags: StormSeekers Required Mods: DayZ Custom Mission areas created and loaded with AI, custom scripts & gear. Rewards for completing the mission area. Up to 60+ Vehicles including upto 6 Hueys (default and additional spawn locations) Additional Vehicles not in regular (ie police car, different UAZs, datsun's, VWGolf, V3S, etc) Running Shadow Dukes Saintly Server w/ custom modifications Designated PvP zone (populated/high loot areas), wilderness/small towns are preferred No KoS Bandit KoS always allowed, other PKs: Self Defense, Base Defense, Dueling, Clan vs Clan, Deception) Clan vs Clan battles (also alliances & deception) Custom Initial Loadout (currently Makarov, food, hatchet, watch, map, matches) Everyone spawns with a bike (after initial character creation) Time customizable to accelerated/daytime/nighttime (currently set for normal, GMT-9 <Alaska time>) Dynamic weather or Clear weather (currently dynamic) Adjustable zombie count spawn 30-60 per player (currently set for 50/player) Zombies may mob rush players Zombies & Loot spawn while in vehicles and more frequently Automated Bus service. (currently just between Balota and Chernogorsk but additional routes to be added) Modified Spawn locations, also the ability to change locations to inland random locations Tents can be pitched Anywhere Enemy AI added to the map (may be changed as often as daily) Custom Map Changes (modifications done weekly and may be announced in game) Custom Missions, depending on server population and player interest Admins monitor during peak hours and review logs. Cheaters are investigated and banned on confirmation of cheating No Player Kills in Churches (Highlander Rule) DayZ Version: 1.7.2.6 Beta Patch: 97448 BattleEye = ON Difficulty = Veteran 3rd Person = ON Side Chat = ON VoIP = ON Cross Hairs = ON Waypoints = ON Thank You for your Interest. Looking forward to meeting you in-game. Calinthor GM - The StormSeekers (WoW server - Argent Dawn) http://www.stormseekers.net/ Skype: "Calinthor.Elutharixian"
  2. Add me to skype and I'll try and help as much as I can. some things are hard to explain until you do it... Everything I've done is extremely simple.
  3. Skalisty Island Event is just about complete. Here's a quick walk through... Enjoy (Sorry about the Video quality on youtube it looked great before uploading). Mission Briefing: A rogue group of British Special Forces have taken over the island and have been conducting experiments on the Undead trying to quell their aggressive behavior. Instead the Undead have become more aggressive and ravenous to everyone except the soldiers. Several attempts have been made to infiltrate the compound by air, but all helicopters have been shot down. You will approach from the NW side by PBXs. The compound is heavily guarded and you will face stiff opposition *This is another event being run on the StormSeekers DayZ Server. Stop by and check out the server. **This video is for personal use and all content belong to the respective parties (Bohemia Interactive & All that Remain).
  4. Calinthor

    Dayz Night Lighting

    I have the code working for building animated lights (non enterable) and the code working for enterable buildings but need to tweak the colors and intensity. I need to test dayz streetlights and find out what I can make work the the client files (distributed dayz files) Unfortunately, my Server has a hardware failure (CPU Coolant pump died), so my test server is going to be stuck running the game for awhile. Here's the code I executed in the above video. Feel free to use it anyway you want. I'd like to hear back on success/failures. You can make a logic object on the mission map and put any code in the init and play around with it. {_x switchLight "OFF";} forEach ((getPos vehicle player) nearObjects ["StreetLamp",2000]); {_x switchLight "AUTO";} forEach ((getPos vehicle player) nearObjects ["StreetLamp",2000]); lights_on_bld.sqf: // Turns on Window lights of buildings that can't be entereed within 2000 meters _objHouse = nearestObjects [player, ["House"], 2000]; { for "_i" from 1 to 5 do { _x animate [format ["Lights_%1",_i],1]; }; } forEach _objHouse; // Creates a light source in an enterable building (General store) within 2000 meters _objEntHouse = nearestObjects [player, ["Land_A_GeneralStore_01"], 2000]; { _lp = "#lightpoint" createVehicle [0,0,0]; _lp setLightColor [0.2, 0.1, 0.3]; // Set its colour _lp setLightBrightness 0.1; // Set its brightness _lp lightAttachObject [_x, [1,1,1]]; // Position it within house } forEach _objEntHouse; //Other enterable building codes can be found at http://picacid.com/arma2/loot_en.html (Use list of Structure names)
  5. Rough layout of Skalisty Island Event (coming soon). Also showing what other models/AI are available in DayZ without modifying any files. For any developers, MCC is a great tool..for hackers, MCC is a great way to get global banned. Looking forward to killing many players with this event.
  6. Another fan/player made video.. this is a successful run on the Compound we put on the map. It went smooth. The guy doing the video has done it quite a few times so he's a veteran at it. Oh and the area we were hold up in is referred to as "The Alamo". This is the last week this event will be up. Next week Skalisty Island Assault... Hopefully less of a cakewalk for these guys. Note, video is long, also AI has been changed to patrol more. Enjoy the video: http://www.youtube.com/watch?v=OUyP3SSYncc&feature=plcp
  7. I consider everything done by me and others a collaborative effort for the good of the DayZ & Arma Community. So I'm willing to share anything, provided people agree to note the work and give those developers credit (even if it's just in the code where no one really sees it) for the work they put in.
  8. An Easy change to the Stormseekers Operations Server. The North East Airfield is getting additional buildings and made it more target rich, but also more dangerous. Also, get ready for the Skalisty Island Event. Still need more testing, but hopefully this coming weekend. Another post coming later today. Heli Crashes don't spawn loot (I might change that), they are there for effect and zombie spawning.
  9. The easiest way is through the map editor, but you don't have to merge it if you've unpacked the mission file from the pbo. just make a copy of in the arma mpmission folder. Start Arma and select new <<New - Editor>> and to bring up the map map editor. Load the mission, you'll have to load it from the mp folder you made and copied it to. Add the items you want onto the map and save the file also "Export as multiplayer mission". Copy the new mission.sqm to your mission folder you unpacked.. re-pack and you're pretty much done. You could add them manually in script, if you know the exact location and heading you want them. http://picacid.com/arma2/loot_en.html has a list of codes for the buildings and loot in DayZ. Folder multiplayer missions are saved to: "C:\Users\yourlogon\Documents\ArmA 2 Other Profiles\yourprofilename\MPMissions\" for windows 7 And like SxS said, most things are in "EMPTY" but not all things. and if you make the map with @dayz loaded it should filter out things not allowed.
  10. Fan/player made video. It's an old video, but shows how the Zombies can mob you and trap you. Also shows how effective a hatchet can be.
  11. Calinthor

    Dayz Night Lighting

    Nope. I try to keep it so that the ANYONE with the official DayZ files/folder can play on my server (StormSeekers <shameless plug>). More success. I have animated lights on buildings that can't be entered, and will have custom colored lighting inside buildings you can enter. I'm thinking a yellow/red (like candlelight) color light for houses/churches, white/bluish (Neon lights) for stores and office buildings, and a white/orange light for the firestation. I still haven't got the streetlights to work with the official dayz files, but they are easy to turn on/off with Chernarus map non-dayz. for non-dayz maps this turns on all street lights within 2000m radius (you can use 'ON' 'OFF' or 'AUTO'): {_x switchLight "AUTO";} forEach ((getPos vehicle player) nearObjects ["StreetLamp",2000]); Edited: Actually, after double checking, I had type the command wrong in the script file... this might work on DayZ After some more testing, I'll post code for the buildings (non enterable and enterable), and if I can get the streetlights to work, I'll post that too. I'll keep working on it though. These are the models used. class CfgNonAIVehicles { access = ReadAndWrite; class StreetLamp { scope = private; model = ""; destrType = "DestructTree"; simulation = "thing"; }; class Land_lampa_sidl : StreetLamp { scope = protected; model = "\ca\buildings\Misc\lampa_sidl"; }; class Land_lampa_sidl_2 : StreetLamp { scope = protected; model = "\ca\buildings\Misc\lampa_sidl_2"; }; class Land_lampa_sidl_3 : StreetLamp { scope = protected; model = "\ca\buildings\Misc\lampa_sidl_3"; }; class Land_lampa_ind : StreetLamp { scope = protected; model = "\ca\buildings\Misc\lampa_ind"; }; class Land_lampa_ind_zebr : StreetLamp { scope = protected; model = "\ca\buildings\Misc\lampa_ind_zebr"; }; };
  12. Calinthor

    Private hive with custom loot table

    Since information on weapon, loot & zombie spawns are all in the client files "@Dayz" folder, you would have to distribute the files if you want to change any of the spawn locations & items. If you want to put weapons that are allowed, but not implemented in dayz, you can have a script run that randomly places things on the map in/near buildings, or you can add different models to the map (either through editor or script) and make your own loot spawning script for those buildings and have it run on the server. If you don't mind breaking the official client files and distributing them, then you can pretty much do anything you want...even have flying pigs that shoot lasers and drop poop bombs.
  13. Calinthor

    Dayz Night Lighting

    Moderate success. I have building lights animating, just not the buildings you can enter. It makes it look like the city is alive. I even played with delaying the lights coming on, so it looks like people are inside turning lights on. Would be easy to add a random timer to have them turn on & off at random intervals.
  14. Calinthor

    Blood Regeneration

    I like that, but add "with a chance of being infected by a dirty needle"...a slight chance, like 10-20%. So there's a risk in doing it. Also, I didn't like the whole "Eat a steak and INSTANTLY gain 800 blood, then Eat Another one, etc until full". If you want realism.. Eating a steak heals 800 blood over time (accelerated from reality), say 10-15min, and no force feeding blood to full. Any additional steaks won't add to blood until the effects of the other one wears off or just reset the timer each time they eat a steak, that's simpler to code.
  15. Calinthor

    A little help with private hive.

    Game type is in your 'description.ext' in you mission folder (you may need to unpack it if it's a .pbo) class Header { gameType = DAYZ; //DM, Team, Coop, DAYZ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; Depending on what DayZ flavor you're running, you'll may have different vehicle spawn code. Is it a Rocket server, Anti-Rocket, PwnZor, Sanctuary, Saintly, Bliss or something else?
  16. Well, I was going to make some suggestions, but I don't know how "Survival Servers" operate. However, here's some information that may or may not be helpful. The default load out is located in the "config.bin" (you will need to unrap it to a .cpp) in the "dayz_code.pbo" file (you will need to unpack it). class CfgSurvival { class Inventory { class Default { magazines[] = {"ItemBandage", "ItemPainkiller"}; weapons[] = {"ItemFlashlight"}; backpackWeapon = ""; backpack = "DZ_Patrol_Pack_EP1"; }; }; If you were running a "Bliss"/Saintly/Sanctuary server and I think anti-rocket server, you can easily modify the custom load out in the database. There is another way, though. you can modify the "player_switchModel.sqf" file and add the weapons/items. I used the code before I found Sanctuary and subsequently Saintly server. It's alittle complicated, but essentially you unpack 'dayz_code.pbo' modify 'player_switchModel.sqf' by adding the following at the end of the file (modify the items to what you want), save that sqf in a folder in your mission directory (like '/mod" or "/fix") and then you have to compile it in your init.sqf to override the client version. Goes at the end of 'player_switchModel.sqf': player setVariable ["bodyName",dayz_playerName,true]; // #Gold# If Fresh player give pistol _load = [] spawn { sleep 4; diag_log ("PRO_ED: Attempting post loadout"); //if(secondaryweapon player == "" && primaryweapon player == "") then diag_log str(weapons player); if(count (weapons player) <= 1) then { player addWeapon "ItemMap"; player addMagazine "ItemWaterbottle"; player addMagazine "FoodCanFrankBeans"; player addMagazine "8Rnd_9x18_Makarov"; player addMagazine "8Rnd_9x18_Makarov"; player addWeapon "Makarov"; player selectWeapon "Makarov"; }; }; }; Goes in 'init.sqf' in mission folder: player_switchModel = compile preprocessFileLineNumbers "mod\player_switchModel.sqf";
  17. Calinthor

    Help with server side scripting

    Yep, that works great if they are running BattlEye. If he wants to do it in script, it's alittle different, but let's see if that satisfies his question.
  18. Calinthor

    Private hive with custom loot table

    It doesn't seem like it's something you can change in code, so you have to modify the client files and distribute. You need to modify the "config.bin" (need to unrap it to a .cpp) from the dayz_code.cpo (need to unpack it), then change the loot information. Since loot & zombie spawning is triggered by clients, the client has to have the modified files There might be a way to override the client files, I'll look into it or hopefully someone else has figured it out and can help. Zombie Body Loot: class CfgLoot { trash[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty"}, {1, 0.1, 0.5}}; civilian[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "8Rnd_9x18_Makarov", "7Rnd_45ACP_1911", "2Rnd_shotgun_74Slug", "2Rnd_shotgun_74Pellets", "ItemBandage", "ItemPainkiller"}, {0.09, 0.09, 0.09, 0.12, 0.09, 0.05, 0.05, 0.05, 0.05, 0.07, 0.05, 0.05, 0.05, 0.06, 0.06}}; food[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "ItemBandage"}, {0.13, 0.13, 0.13, 0.09, 0.13, 0.09, 0.09, 0.09, 0.09, 0.04}}; generic[] = {{"TrashTinCan", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "TrashJackDaniels", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "ItemWaterbottleUnfilled", "ItemWaterbottle", "ItemBandage", "7Rnd_45ACP_1911", "5x_22_LR_17_HMR", "10x_303", "6Rnd_45ACP", "2Rnd_shotgun_74Slug", "2Rnd_shotgun_74Pellets", "8Rnd_9x18_Makarov", "15Rnd_W1866_Slug", "BoltSteel", "HandRoadFlare", "ItemPainkiller", "HandChemGreen", "HandChemBlue", "HandChemRed", "ItemHeatPack"}, {0.06, 0.06, 0.06, 0.04, 0.04, 0.01, 0.01, 0.01, 0.01, 0.01, 0.01, 0.11, 0.03, 0.01, 0.04, 0.04, 0.05, 0.05, 0.09, 0.02, 0.04, 0.07, 0.02, 0.01, 0.03, 0.03, 0.04}}; medical[] = {{"ItemBandage", "ItemPainkiller", "ItemMorphine", "ItemEpinephrine", "ItemHeatPack"}, {1, 0.5, 0.5, 0.2, 0.1}}; hospital[] = {{"ItemBandage", "ItemPainkiller", "ItemMorphine", "ItemEpinephrine", "ItemBloodbag", "ItemAntibiotic"}, {0.43, 0.17, 0.13, 0.09, 0.17, 0.02}}; military[] = {{"TrashTinCan", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "ItemBandage", "ItemPainkiller", "ItemMorphine", "30Rnd_556x45_Stanag", "20Rnd_762x51_DMR", "17Rnd_9x19_glock17", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9", "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "5Rnd_762x51_M24", "10Rnd_127x99_m107", "8Rnd_B_Beneli_74Slug", "1Rnd_HE_M203", "FlareWhite_M203", "FlareGreen_M203", "1Rnd_Smoke_M203", "200Rnd_556x45_M249", "HandGrenade_west", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "8Rnd_B_Beneli_Pellets", "30Rnd_556x45_StanagSD", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5SD", "100Rnd_762x51_M240", "HandChemGreen", "HandChemBlue", "HandChemRed", "ItemHeatPack"}, {0.18, 0.09, 0.01, 0.01, 0.04, 0.04, 0.01, 0.04, 0.04, 0.05, 0.01, 0.02, 0.04, 0.04, 0.01, 0.01, 0.04, 0.01, 0.01, 0.01, 0.01, 0.01, 0.01, 0.04, 0.02, 0.02, 0.04, 0.01, 0.02, 0.01, 0.01, 0.02, 0.02, 0.02, 0.04}}; policeman[] = {{"ItemBandage", "7Rnd_45ACP_1911", "6Rnd_45ACP", "15Rnd_W1866_Slug", "8Rnd_B_Beneli_74Slug", "HandRoadFlare"}, {1, 0.8, 0.3, 0.3, 0.5, 0.3}}; hunter[] = {{"ItemBandage", "5x_22_LR_17_HMR", "7Rnd_45ACP_1911", "10x_303", "ItemWaterbottleUnfilled", "BoltSteel", "ItemHeatPack"}, {1, 0.5, 0.2, 0.5, 0.2, 1, 0.2}}; }; Building Loot: class CfgBuildingLoot { class Default { zombieChance = 0; minRoaming = 0; maxRoaming = 2; zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_suit1", "z_suit2", "z_worker1", "z_worker2", "z_worker3", "z_villager1", "z_villager2", "z_villager3"}; lootChance = 0; lootPos[] = {}; itemType[] = {}; itemChance[] = {}; hangPos[] = {}; vehPos[] = {}; }; class Master { weapons[] = {SMAW, "Javelin", G36C, "Stinger"}; }; class Residential : Default { zombieChance = 0.3; maxRoaming = 2; zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_villager1", "z_villager2", "z_villager3"}; lootChance = 0.4; lootPos[] = {}; itemType[] = {{"ItemSodaMdew", "magazine"}, {"ItemWatch", "generic"}, {"ItemCompass", "generic"}, {"ItemMap", "weapon"}, {"Makarov", "weapon"}, {"Colt1911", "weapon"}, {"ItemFlashlight", "generic"}, {"ItemKnife", "generic"}, {"ItemMatchbox", "generic"}, {"", "generic"}, {"LeeEnfield", "weapon"}, {"revolver_EP1", "weapon"}, {"CZ_VestPouch_EP1", "object"}, {"DZ_CivilBackpack_EP1", "object"}, {"DZ_ALICE_Pack_EP1", "object"}, {"Winchester1866", "weapon"}, {"WeaponHolder_ItemTent", "object"}, {"", "military"}, {"", "trash"}, {"Crossbow", "weapon"}, {"Binocular", "weapon"}, {"PartWoodPile", "magazine"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}, {"WeaponHolder_MeleeCrowbar", "object"}, {MR43, "weapon"}}; itemChance[] = {0.01, 0.15, 0.05, 0.03, 0.13, 0.05, 0.03, 0.08, 0.06, 2, 0.06, 0.04, 0.01, 0.03, 0.03, 0.01, 0.01, 0.03, 0.5, 0.01, 0.06, 0.06, 0.01, 0.01, 0.08, 0.03}; }; class Office : Residential { maxRoaming = 3; zombieClass[] = {"z_suit1", "z_suit2"}; }; class Industrial : Default { zombieChance = 0.4; zombieClass[] = {"z_worker1", "z_worker2", "z_worker3"}; maxRoaming = 2; lootChance = 0.3; lootPos[] = {}; itemType[] = {{"", "generic"}, {"", "trash"}, {"", "military"}, {"WeaponHolder_PartGeneric", "object"}, {"WeaponHolder_PartWheel", "object"}, {"WeaponHolder_PartFueltank", "object"}, {"WeaponHolder_PartEngine", "object"}, {"WeaponHolder_PartGlass", "object"}, {"WeaponHolder_PartVRotor", "object"}, {"WeaponHolder_ItemJerrycan", "object"}, {"WeaponHolder_ItemHatchet", "object"}, {"ItemKnife", "military"}, {"ItemToolbox", "weapon"}, {"ItemWire", "magazine"}, {"ItemTankTrap", "magazine"}}; itemChance[] = {0.18, 0.29, 0.04, 0.04, 0.05, 0.02, 0.01, 0.04, 0.01, 0.04, 0.11, 0.07, 0.02, 0.06, 0.04}; }; class Farm : Default { zombieChance = 0.3; maxRoaming = 3; zombieClass[] = {"zZombie_Base", "z_hunter", "z_hunter", "z_hunter", "z_villager1", "z_villager2", "z_villager3"}; lootChance = 0.5; lootPos[] = {}; itemType[] = {{"WeaponHolder_ItemJerrycan", "object"}, {"", "generic"}, {"huntingrifle", "weapon"}, {"LeeEnfield", "weapon"}, {"Winchester1866", "weapon"}, {"", "trash"}, {"Crossbow", "weapon"}, {"PartWoodPile", "magazine"}, {"WeaponHolder_ItemHatchet", "object"}, {MR43, "weapon"}, {"TrapBear", "magazine"}}; itemChance[] = {0.06, 0.28, 0.01, 0.04, 0.03, 0.22, 0.03, 0.11, 0.17, 0.06, 0.01}; }; class Supermarket : Default { lootChance = 0.6; minRoaming = 2; maxRoaming = 6; zombieChance = 0.3; zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"}; itemType[] = {{"ItemWatch", "generic"}, {"ItemCompass", "generic"}, {"ItemMap", "weapon"}, {"Makarov", "weapon"}, {"Colt1911", "weapon"}, {"ItemFlashlight", "generic"}, {"ItemKnife", "generic"}, {"ItemMatchbox", "generic"}, {"", "generic"}, {"LeeEnfield", "weapon"}, {"revolver_EP1", "weapon"}, {"CZ_VestPouch_EP1", "object"}, {"DZ_CivilBackpack_EP1", "object"}, {"DZ_ALICE_Pack_EP1", "object"}, {"Winchester1866", "weapon"}, {"WeaponHolder_ItemTent", "object"}, {"", "food"}, {"", "trash"}, {"Crossbow", "weapon"}, {"Binocular", "weapon"}, {"PartWoodPile", "magazine"}, {MR43, "weapon"}}; itemChance[] = {0.15, 0.01, 0.05, 0.02, 0.02, 0.05, 0.02, 0.05, 0.05, 0.01, 0.01, 0.01, 0.02, 0.03, 0.01, 0.01, 0.3, 0.15, 0.01, 0.05, 0.02, 0.01}; }; class HeliCrash : Default { zombieChance = 0; maxRoaming = 2; zombieClass[] = {"z_soldier_pilot"}; lootChance = 0.5; lootPos[] = {}; itemType[] = {{FN_FAL, "weapon"}, {"bizon_silenced", "weapon"}, {M14_EP1, "weapon"}, {FN_FAL_ANPVS4, "weapon"}, {M107_DZ, "weapon"}, {"BAF_AS50_scoped", "weapon"}, {"Mk_48_DZ", "weapon"}, {M249_DZ, "weapon"}, {BAF_L85A2_RIS_CWS, "weapon"}, {DMR, "weapon"}, {"", "military"}, {"", "medical"}, {"MedBox0", "object"}, {"NVGoggles", "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}}; itemChance[] = {0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.08, 0.05}; }; class Hospital : Default { zombieChance = 0.4; minRoaming = 2; maxRoaming = 6; zombieClass[] = {"z_doctor", "z_doctor", "z_doctor"}; lootChance = 1; lootPos[] = {}; itemType[] = {{"", "trash"}, {"", "hospital"}, {"MedBox0", "object"}}; itemChance[] = {0.2, 0.5, 0.5}; }; class Military : Default { zombieChance = 0.3; maxRoaming = 6; zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"}; lootChance = 0.4; lootPos[] = {}; itemType[] = {{"M9", "weapon"}, {M16A2, "weapon"}, {M16A2GL, "weapon"}, {M9SD, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobra", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {M1014, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {MP5A5, "weapon"}, {MP5SD, "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"ItemEtool", "weapon"}, {"ItemSandbag", "magazine"}}; itemChance[] = {0.05, 0.05, 0.01, 0.02, 0.2, 0.15, 0.01, 0.08, 0.05, 0.05, 0.01, 0.1, 0.01, 0.02, 0.01, 0.05, 0.08, 0.1, 0.04, 0.02, 0.01, 0.06, 0.1, 0.1, 0.01, 0.05, 0.06, 0.04, 0.02, 0.1, 1.0, 2.5, 0.05, 0.02}; }; class MilitarySpecial : Default { zombieChance = 0.4; minRoaming = 2; maxRoaming = 6; zombieClass[] = {"z_soldier_heavy"}; lootChance = 0.4; lootPos[] = {}; itemType[] = {{M16A2, "weapon"}, {M16A2GL, "weapon"}, {M249_DZ, "weapon"}, {M9SD, "weapon"}, {M136, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobra", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {SVD_CAMO, "weapon"}, {M1014, "weapon"}, {M107_DZ, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {M240_DZ, "weapon"}, {"M4A1_AIM_SD_camo", "weapon"}, {M16A4_ACG, "weapon"}, {"M4A1_HWS_GL_camo", "weapon"}, {"Mk_48_DZ", "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"NVGoggles", "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"Binocular_Vector", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"PipeBomb", "magazine"}}; itemChance[] = {0.1, 0.05, 0.01, 0.02, 0.01, 0.2, 0.1, 0.02, 0.1, 0.1, 0.1, 0.01, 0.01, 0.2, 0.01, 0.02, 0.1, 0.03, 0.2, 0.1, 0.2, 0.01, 0.04, 0.05, 0.02, 0.01, 0.08, 0.04, 0.02, 0.01, 0.1, 0.05, 0.15, 0.01, 0.03, 0.01, 0.02, 0.03, 0.02, 0.3, 1.0, 5.0, 0.01}; }; class Church : Residential { minRoaming = 1; maxRoaming = 3; zombieClass[] = {"z_priest", "z_priest", "z_priest"}; }; class Land_HouseV_1I4 : Residential { lootPos[] = {{-0.400146, -3.87695, -2.76879}, {-3.67749, -2.52002, -2.76551}, {-0.472168, 3.19702, -2.72021}}; }; class Land_kulna : Residential { lootPos[] = {{0.504395, 0.218262, -1.11643}, {-0.496582, 1.93262, -1.12826}}; }; class Land_Ind_Workshop01_01 : Industrial { lootPos[] = {{0.595215, -2.43115, -1.29412}, {1.24365, 0.463867, -1.295}, {-0.663574, -0.50293, -1.29837}}; }; class Land_Ind_Garage01 : Industrial { lootPos[] = {{-0.580078, -1.49707, -1.23483}, {-0.834473, 2.75781, -1.22563}, {2.47754, -1.12891, -1.23714}, {1.31934, 1.63086, -1.23228}}; }; class Land_Ind_Workshop01_02 : Industrial { lootPos[] = {{1.1543, -0.552246, -1.42943}, {-1.18665, -0.178223, -1.42868}, {-0.661621, 1.104, -1.42682}}; }; class Land_Ind_Workshop01_04 : Industrial { lootPos[] = {{-1.37415, 4.18896, -1.53123}, {0.695435, 4.24561, -1.52934}, {-1.06677, 2.69531, -1.53062}, {0.79248, -4.60742, -1.49341}, {-1.84424, -6.1709, -1.44427}, {-1.05566, -4.08398, -1.51927}, {1.43774, -6.59424, -1.41742}}; hangPos[] = {{-0.541748, 4.01221, -2.03068}}; }; class Land_Ind_Workshop01_L : Industrial { lootPos[] = {{-3.26172, 4.75439, -1.30246}, {0.175781, 3.91748, -1.30766}, {-2.37891, 2.35303, -1.30405}, {4.10547, -4.10791, -1.31345}, {0.727539, -2.61621, -1.31418}, {2.54688, -2.17725, -1.31482}, {1.52344, -3.79443, -1.31332}}; }; class Land_Hangar_2 : Industrial { lootPos[] = {{10.1245, -6.4873, -2.56317}, {11.9387, 7.91113, -2.56317}, {1.79517, 7.12695, -2.56317}, {-11.8948, 10.5449, -2.56317}, {-8.97021, -4.34766, -2.56317}, {-0.562744, -7.59375, -2.56317}, {5.98804, -2.6123, -2.56317}}; }; class Land_hut06 : Residential { lootPos[] = {{0.328125, 2.26953, -1.57786}, {-0.552368, -0.0620117, -1.53837}}; }; class Land_stodola_old_open : Farm { lootPos[] = {{-3.06836, 8.63184, -5.08054}, {2.52588, 10.5261, -5.08051}, {4.76758, 5.00854, -0.9935}, {-2.78467, 10.2368, -0.9935}, {4.62598, 10.4983, -0.993469}, {2.09082, 10.8425, 2.96448}, {-0.440918, 10.3091, 2.96445}, {-2.58838, -5.91821, -5.08054}, {4.11084, -10.9302, -5.08054}, {-2.62842, -6.55518, -1.01584}, {2.50537, -10.741, 2.96445}, {0.0410156, -11.0596, 2.96445}}; hangPos[] = {{-1.50537, 5.34473, -5.08813}, {0.494141, 9.42725, -5.09016}, {2.59473, -6.21191, -5.08055}, {-1.74854, -2.39844, -1.14301}}; }; class Land_A_FuelStation_Build : Industrial { lootChance = 0.5; zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"}; lootPos[] = {{-1.31958, -0.655151, -1.57448}, {1.82349, 0.769653, -1.57458}, {1.67871, -0.918701, -1.57458}, {-1.23242, 1.26794, -1.57458}}; }; class Land_A_GeneralStore_01a : Supermarket { lootPos[] = {{-6.93213, 1.0708, -1.20155}, {-7.2959, -2.68213, -1.20155}, {-3.41406, -4.39307, -1.20155}, {-1.28809, -2.57861, -1.20155}, {0.903809, -4.35986, -1.20155}, {3.1377, -3.40771, -1.20155}, {7.53418, -2.69971, -1.20154}, {13.9653, -4.50342, -1.20155}, {10.2617, 0.109863, -1.20155}, {10.5869, -3.84375, -1.20155}, {7.84521, -0.137207, -1.20154}, {3.57471, 0.0356445, -1.20154}, {-0.370605, 5.17676, -1.20155}, {4.77783, 5.57617, -1.20155}, {13.0874, 4.35645, -1.20155}, {12.9932, 6.31689, -1.20155}, {7.36328, 3.00928, -1.20155}, {1.93091, 2.17236, -1.20154}, {-3.82715, 5.3335, -1.20155}, {-7.55029, 8.54199, -1.20154}, {-4.42407, 8.96631, -1.20154}, {3.72705, 8.36084, -1.20155}, {9.84033, 8.3374, -1.20155}, {-2.90918, 1.32031, -1.20155}}; }; class Land_A_GeneralStore_01 : Supermarket { lootPos[] = {{-9.38965, -3.30371, -1.20155}, {-3.77539, -3.86865, -1.20155}, {1.31836, 1.46631, -1.20155}, {9.01367, 3.8457, -1.20155}, {13.3008, -1.77832, -1.20155}, {9.81055, 1.43213, -1.20155}, {1.65039, 5.14355, -1.20155}, {0.753906, -3.69531, -1.20155}, {13.3125, -7.65137, -1.20155}, {11.168, -3.73682, -1.20155}, {8.89453, -8.37402, -1.20155}, {-2.04492, -7.58105, -1.20155}, {-7.84766, -5.73633, -1.20155}, {-8.22461, -7.32422, -1.20155}, {3.79004, -5.69336, -1.20155}, {-9.38379, 4.46191, -1.20155}, {-3.5752, 4.46533, -1.20155}, {-3.33789, 0.612793, -1.20155}, {10.5918, -9.9458, -1.21082}, {0.105469, -9.6084, -1.21082}, {-4.86035, -10.4209, -1.21082}, {-6.80859, -1.23975, -1.20155}, {1.12207, -1.58887, -1.20155}}; }; class Land_Farm_Cowshed_a : Farm { lootPos[] = {{-1.06836, -5.92163, -3.08763}, {1.69043, -4.91089, -3.08763}, {5.8833, -6.15381, -3.08763}, {8.83984, -5.60278, -3.08763}, {9.74023, -2.48657, -3.08763}, {2.88428, -2.34546, -3.08763}, {7.88037, 2.94214, -3.08763}}; }; class Land_stodola_open : Farm { lootPos[] = {{-2.60303, 5.31665, -4.12804}, {-2.58154, -0.530029, -4.17349}, {-0.0478516, -4.88989, -4.136}, {0.983398, 6.20483, -4.11143}}; hangPos[] = {{-0.932617, -3.35962, -4.16446}, {-2.01563, -0.115112, -4.19492}}; }; class Land_Barn_W_01 : Farm { lootPos[] = {{4.93188, -17.0444, -2.63063}, {-3.82813, -18.6699, -2.63036}, {-4.46387, 16.6665, -2.63651}, {5.78711, 18.9473, -2.6369}, {3.9541, 4.88428, -2.63446}, {-2.99072, -4.16748, -2.63287}}; }; class Land_Hlidac_budka : Residential { lootPos[] = {{-2.3186, 1.5127, -0.78363}, {2.02075, 0.444336, -0.78363}, {-0.460938, 1.75879, -0.78363}}; }; class Land_HouseV2_02_Interier : Residential { lootPos[] = {{7.23096, 5.37207, -5.53067}, {8.55005, 0.754883, -5.53067}, {5.20166, -1.54004, -5.53067}, {3.34912, 1.9707, -5.53067}, {-3.62598, 3.05371, -5.53067}, {-5.4812, -0.0292969, -5.53067}, {-5.83325, 3.26563, -5.53067}, {-5.71045, 5.49414, -5.53067}}; }; class Land_a_stationhouse : Military { lootChance = 0.3; lootPos[] = {{-2.69922, -7.57422, -9.47058}, {-0.892578, -5.7168, -9.47058}, {-3.2417, -6.61914, -4.6489}, {-1.35645, -8.3623, -4.6489}, {-1.70801, -7.85449, -0.0437927}, {-3.39502, -7.88281, -0.0437927}, {-1.396, -7.79883, 4.41141}, {-1.37939, -5.79102, 4.41141}, {1.5127, 1.96484, -9.47058}, {18.9058, -4.06738, -9.47058}}; }; class Land_Mil_ControlTower : Military { lootChance = 0.4; lootPos[] = {{10.0703, 3.76367, -9.62869}, {3.89844, 3.43457, -5.46368}, {1.75195, 5.68164, -5.46368}, {6.66113, -0.625488, -1.0687}, {2.63965, -0.191406, -1.0687}, {6.72266, 3.23389, -1.0687}}; }; class Land_SS_hangar : Military { maxRoaming = 3; lootPos[] = {{11.7344, -17.165, -5.87253}, {-11.7158, -18.9541, -5.87253}, {-14.2461, 23.0439, -5.87253}}; }; class Land_A_Pub_01 : Residential { zombieChance = 0.2; lootPos[] = {{1.83398, 0.393799, -5.7462}, {-1.76514, 0.334473, -5.74622}, {-6.62207, -6.55371, -5.74622}, {-4.63623, -0.100586, -5.74622}, {-5.75928, -3.05029, -5.74622}, {-2.08203, 0.922852, -1.76122}, {-4.76514, -5.89087, -1.76122}, {-6.94385, -1.9375, -1.76122}, {-4.05225, -0.779785, -1.76122}, {1.39795, -1.73779, -1.76122}, {3.13867, -2.78564, -1.76122}, {3.58301, -0.591309, -1.76122}, {3.03027, -4.04346, -1.76122}, {1.94092, 3.18799, -1.76122}, {-0.0961914, 6.22437, -1.76122}, {5.30469, 7.55957, -1.76122}, {6.72559, -2.72705, -1.76122}, {2.56885, -4.6001, -5.74621}, {4.06738, 5.41406, -5.74622}, {0.753418, 2.2998, -5.74622}}; }; class Land_HouseB_Tenement : Office { lootPos[] = {{5.40576, 9.89551, -20.7845}, {5.99023, 14.1689, -20.7845}, {12.9609, 14.0718, -20.7845}, {14.6069, 8.92383, -20.7845}, {-2.75635, -2.08594, -20.7845}}; }; class Land_A_Hospital : Hospital { lootChance = 0.9; lootPos[] = {{0.807129, -1.16333, -7.33966}, {-7.23389, -2.63647, -7.33966}, {-16.3687, -2.40381, -7.33966}, {-12.2847, -3.19604, -7.33966}, {4.40674, -3.50513, -7.33966}, {-3.2666, -0.925293, -7.33966}, {6.85693, -2.75146, -7.33966}, {11.0151, -3.95435, -7.33966}, {16.8198, -4.71118, -7.33966}, {-1.12793, 3.78418, -7.44939}, {12.7476, 0.142822, 3.29184}, {10.2661, -1.21558, 3.29184}}; }; class Land_Panelak : Office { lootPos[] = {{-2.76904, -6.26563, 0.0714226}, {-2.93896, -1.3916, 0.0714226}, {-5.42065, -3.13184, 0.0714226}, {-6.81128, -6.15527, 0.0714221}, {-4.00879, 2.53027, 0.0714226}, {-0.730957, -3.20117, 2.77144}, {3.979, -7.08936, 2.77144}, {2.49609, 2.93701, 2.77144}, {6.7373, 1.63281, 2.77144}, {6.38525, -2.3916, 2.77144}, {6.80615, -5.77295, 2.77144}, {3.75122, -0.803711, 2.77144}, {-0.824219, 1.86914, 1.32865}}; }; class Land_Panelak2 : Office { lootPos[] = {{-0.729492, -3.00635, -2.62859}, {-0.764648, 1.36279, -1.37137}, {-0.30127, 3.65039, 1.32864}, {0.73584, -3.22217, 2.71097}, {-0.630859, 1.84766, 4.05244}, {3.68921, -7.33545, 5.43665}, {2.26807, 2.94092, 5.43665}, {6.7002, 2.68994, 5.43665}, {6.87842, -1.45947, 5.43665}, {6.09619, -5.94824, 5.43665}, {4.45508, -1.64893, 5.43665}, {2.76367, 0.445801, 5.43665}}; }; class Land_Shed_Ind02 : Industrial { lootPos[] = {{-2.28174, -5.67236, -4.62599}, {4.54529, 9.6665, -4.62599}, {4.41223, 2.64941, -1.27954}, {-0.437866, 11.6943, -1.27641}, {-3.44482, 12.2119, -1.27704}}; }; class Land_Shed_wooden : Residential { lootPos[] = {{1.26807, -0.361328, -1.29153}, {-0.342773, 1.0293, -1.29153}}; }; class Land_Misc_PowerStation : Industrial { lootPos[] = {{4.09888, 4.89746, -1.26743}, {4.22827, -1.19873, -1.2681}}; }; class Land_HouseBlock_A1_1 : Residential { lootPos[] = {{-3.52881, 0.158936, -4.74365}, {-3.56152, -2.33484, -4.73106}}; }; class Land_Shed_W01 : Industrial { lootPos[] = {{-1.52637, -0.246094, -1.41129}}; }; class Land_HouseV_1I1 : Residential { lootPos[] = {{0.181641, -1.97314, -2.82275}}; }; class Land_Tovarna2 : Industrial { lootPos[] = {{-11.6309, 7.2052, -5.55933}, {-12.0674, 2.56909, -5.55933}, {-4.89355, 6.6394, -5.55933}, {-3.74121, 2.90393, -3.89665}, {-12.8672, 1.44519, -2.23135}, {-12.415, 8.1311, -2.23135}, {-12.7236, 4.11255, -2.23135}, {-3.99805, 8.9801, -2.23156}, {-7.33105, 8.44214, -2.23156}, {-4.55371, 5.22644, -2.23156}, {-11.4746, 2.92114, 1.66661}, {-11.0703, 8.13818, 1.66661}, {-4.67578, 7.32678, 1.62174}, {-2.68262, 3.44763, 3.4243}, {-13.1953, -8.95862, 3.4243}, {-8.80859, -0.443481, 0.401226}, {-12.1328, -0.149414, 0.424298}, {-2.03418, 6.61414, -5.55933}, {0.239258, 1.72278, -5.59793}, {6.22461, -3.948, -4.61825}, {-6.39355, -8.24353, -5.59541}, {-10.8496, -6.91211, -5.56572}, {-6.77637, -1.73083, -5.56019}}; }; class Land_rail_station_big : Office { lootPos[] = {{-4.97266, 4.55737, -5.04438}, {0.458496, 4.85229, -5.04438}, {2.4624, 2.21851, -5.04438}, {-1.32373, -2.60571, -5.04438}, {-3.29443, -0.121826, -5.04438}, {-1.07764, 2.36646, -5.04438}, {7.46045, -3.41528, -5.04438}, {8.93408, 3.1189, -5.04438}, {-8.16357, -5.12842, -5.04438}}; }; class Land_Ind_Vysypka : Industrial { lootPos[] = {{0.486084, 4.95459, -4.96861}, {1.08032, -0.406738, -4.96801}, {-0.0354004, -10.8208, -4.96686}, {-5.07788, -16.4624, -4.96759}, {-6.30298, 2.92969, -4.96838}, {-6.26685, 26.7349, -4.9772}, {1.64697, 23.4038, -4.97097}, {7.14575, 3.92529, -4.96972}, {4.63599, -12.1621, -4.96971}}; }; class Land_A_MunicipalOffice : Residential { zombieChance = 0; minRoaming = 3; maxRoaming = 9; zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"}; lootChance = 0.4; lootPos[] = {{-4.66113, -6.27173, -18.429}, {3.31641, -5.77417, -18.429}, {-0.20752, -6.48682, -18.429}, {-9.72412, -4.88745, -3.78903}, {-9.57813, 3.55615, -3.78903}, {-7.16797, 11.0737, -3.78903}, {5.07422, 11.1838, -3.78903}, {9.3208, 5.38623, -3.78903}, {9.65332, -4.82056, -3.78903}, {3.23535, -0.105957, -0.169027}, {4.85205, -3.69019, -0.169027}, {-0.80127, -7.89087, -0.169027}, {-4.4082, -4.91772, -0.169027}, {-4.90771, -2.23169, -0.169027}}; }; class Land_A_Office01 : Office { lootPos[] = {{-2.50391, -2.46948, -4.528}, {4.23535, -0.336914, -4.528}, {4.11133, 6.1123, -4.528}, {0.242188, 6.06299, -4.528}, {4.31641, 3.74023, -4.528}, {5.08887, 0.219727, -4.528}, {11.6504, -1.5647, -4.528}, {14.5811, -4.1123, -4.528}, {13.8545, -0.749023, -4.528}, {-7.7627, 5.59082, -4.528}, {1.81152, 0.993408, -2.028}, {4.93164, 4.31982, -2.028}, {1.18945, 6.07031, -2.028}, {2.23145, 3.76563, -2.028}, {-4.76367, -2.51221, -2.028}, {-14.5596, -3.40723, -2.028}, {-15.2705, 5.92773, -2.028}, {-10.9063, 6.04175, 0.472008}, {-6.30762, 3.30078, 0.472006}, {7.6416, 6.38696, 0.472001}, {13.6729, 6.5957, 0.471999}, {13.1924, -2.58691, 0.471998}, {3.0918, 2.4375, 6.20491}, {-1.45703, -2.28369, 6.20491}, {-2.12988, 4.51587, 0.472005}, {4.74414, -4.60156, -2.01486}, {8.3457, -1.10718, -2.028}, {9.94727, -3.74146, -2.028}, {7.13867, -2.50732, -2.028}, {12.8701, 4.70923, -2.028}, {15.3721, 3.42383, -2.028}}; }; class Land_A_Office02 : Office { lootPos[] = {{4.72266, -5.74121, -8.15108}, {0.961426, -5.16943, -8.15076}}; }; class Land_A_BuildingWIP : Industrial { lootChance = 0.5; lootPos[] = {{-4.62573, 4.52344, -6.45268}, {-12.6377, 0.494141, -6.49242}, {-14.6023, -8.62842, -6.49961}, {-16.0005, -9.80957, -6.50423}, {-15.5627, -5.17725, -6.50523}, {0.94458, -2.30371, -6.43043}, {7.28125, 3.20898, -6.44042}, {9.75708, 10.1138, -6.40827}, {14.771, 7.29688, -6.47756}, {15.4504, -0.314941, -6.52979}, {20.4895, 2.31836, -4.52571}, {17.3123, -3.1001, -2.53291}, {10.707, -6.51611, -2.53255}, {2.22534, -9.21582, -2.534}, {-8.91943, -7.18896, -2.53313}, {-16.3179, -8.35645, -2.53357}, {-21.3064, -6.7915, -2.53182}, {-21.6018, -1.79541, -2.53182}, {-17.5808, 6.14746, -2.53182}, {-23.198, 8.44727, -2.53182}, {-17.1973, 9.58594, -2.53182}, {-4.99023, 9.80957, -2.53182}, {14.0872, 7.44092, -2.52676}, {10.5796, -6.84912, 1.48116}, {-3.19116, -2.49463, 1.49403}, {-13.8186, 3.98975, 1.49829}, {-15.9502, -6.17383, 1.48802}, {-20.6997, -16.9761, 1.50282}, {-15.415, -13.3901, 5.46683}}; }; class Land_Church_01 : Church { lootPos[] = {{-6.92102, -0.382813, -4.21339}}; }; class Land_Church_03 : Church { lootPos[] = {{5.15332, -6.96875, -14.3021}, {-1.79053, -7.68018, -14.3021}, {-0.0263672, -2.98438, -14.3021}, {-0.00341797, 2.02246, -14.3021}, {5.49878, 7.20508, -14.3021}, {5.38892, 3.4043, -14.3021}, {3.23657, 2.76074, -14.3021}, {-1.51001, 7.66309, -14.3021}, {-7.6416, 4.8125, -14.3021}, {-6.56592, -4.59131, -14.3021}, {9.552, 2.22363, -13.7588}, {9.93262, -3.85254, -13.7588}}; hangPos[] = {{1.72168, -8.39771, -0.172569}, {2.08838, -14.4236, -0.27536}, {-13.7158, -10.4808, -0.795174}, {-12.9072, -16.4105, -0.895065}}; }; class Land_Church_02 : Church { lootPos[] = {}; maxRoaming = 2; }; class Land_Church_02a : Church { lootPos[] = {}; maxRoaming = 2; }; class Land_Church_05R : Church { lootPos[] = {}; maxRoaming = 2; }; class Land_Mil_Barracks_i : MilitarySpecial { lootPos[] = {{5.39038, -1.75684, -1.09824}, {1.46753, -0.131836, -1.09824}, {1.29395, -2.16211, -1.09824}, {-1.78394, -0.168945, -1.09824}, {-1.80615, -1.97656, -1.09824}, {-4.77881, 0.0488281, -1.09824}, {-5.39258, -2.11816, -1.09824}, {-5.47046, 2.58105, -1.09824}, {-8.32593, -0.144531, -1.09824}, {-9.14966, -2.55859, -1.09824}, {-1.95288, 2.57715, -1.09824}, {5.46362, 2.57813, -1.09824}}; }; class Land_A_TVTower_Base : Industrial { lootPos[] = {{-0.982422, -1.92627, -2.21573}, {-2.01782, -4.2417, -2.21918}, {-0.759277, 1.42139, -2.21573}}; }; class Land_Mil_House : Military { vehPos[] = {{13.439, 3.25244, -5.71244, 84}}; lootPos[] = {{12.457, 1.4248, -5.81439}, {11.0391, 4.85278, -5.81439}, {13.667, 4.42139, -5.81439}}; }; class Land_Misc_Cargo1Ao : Industrial { lootPos[] = {{0.48877, -1.61377, -1.09224}, {0.012207, 2.19263, -1.09224}, {0.00976563, 0.19043, -1.09224}}; }; class Land_Misc_Cargo1Bo : Industrial { lootPos[] = {{-0.322021, 1.68555, -1.09222}, {0.548584, -1.96289, -1.09222}, {0.223389, -0.580078, -1.09222}}; }; class Land_Nav_Boathouse : Industrial { lootPos[] = {{5.27588, 5.51953, 3.9203}, {5.49609, 0.106445, 4.19408}, {1.68945, 7.5166, 3.80288}, {-5.03613, 6.19141, 3.91093}, {-5.63037, -1.27246, 4.41481}, {-6.98779, 5.52441, 3.9814}, {-2.92236, 9.2002, 3.73014}, {6.99463, 7.80859, 3.80663}, {7.00342, -2.07422, 4.31929}}; }; class Land_ruin_01 : Residential { lootPos[] = {{-4.31934, -0.115234, -1.45578}, {3.41309, 0.270508, -1.71365}, {3.00293, 3.42773, -1.55765}, {0.62207, -1.73779, -1.49048}}; }; class Land_wagon_box : Industrial { lootPos[] = {{0.542969, -3.89453, -0.776679}, {0.47998, -0.608398, -0.776638}, {0.515381, 3.03857, -0.776592}}; }; class Land_HouseV2_04_interier : Residential { lootPos[] = {{7.49463, 5.8374, -5.73902}, {7.50989, -0.930176, -5.74176}, {1.95532, 4.16406, -5.73938}, {2.10876, 6.60645, -5.7386}, {-2.30017, 4.22461, -5.73936}, {-5.13306, 6.74365, -5.73856}, {-4.74658, 2.68457, -5.73985}}; }; class Land_HouseV2_01A : Residential { lootPos[] = {{-3.52881, -3.16895, -5.60346}, {-1.62988, -3.25439, -5.66887}}; }; class Land_psi_bouda : Residential { maxRoaming = 4; lootPos[] = {{-1.77002, -1.45166, 1.95942}}; }; class Land_KBud : Residential { zombieChance = 0; maxRoaming = 0; lootPos[] = {{-0.0170898, 0.0114746, -0.66367}}; }; class Land_A_Castle_Bergfrit : Residential { lootPos[] = {{0.0185547, 1.91602, -2.8364}, {1.19141, -1.43848, -2.8364}, {-2.36816, 3.32275, -0.628571}, {2.36133, 3.86768, 1.83972}, {2.48438, -3.20557, 3.85541}, {-2.09473, -3.44873, 6.31903}, {-1.15918, 3.13867, 8.76691}, {1.74707, 1.26807, 8.76691}, {-0.540039, -2.35254, 8.76691}, {-1.62207, -4.27979, 13.4801}, {-2.23047, 4.82471, 16.856}, {1.67578, -0.825195, 16.8505}}; }; class Land_A_Castle_Stairs_A : Residential { lootPos[] = {{0.697998, -1.79395, 0.726929}, {8.3938, 0.890625, 0.875122}, {8.17261, 1.48926, 7.02588}}; }; class Land_A_Castle_Gate : Residential { lootChance = 0.7; lootPos[] = {{0.244141, -4.48486, -3.14362}, {-1.25293, 2.98779, -3.07028}, {4.50684, -3.31152, -2.94885}, {4.55176, 3.29834, -2.94858}, {7.94824, 1.4082, -2.91003}}; }; class Land_Mil_Barracks : Military { lootPos[] = {}; }; class Land_Mil_Barracks_L : Military { lootPos[] = {}; }; class Land_Barn_W_02 : Farm { lootPos[] = {{3.16504, 5.56543, -2.31409}, {3.35938, -0.152344, -2.31305}, {2.53613, -5.89453, -2.30957}, {-2.94629, -5.01367, -2.31006}, {-2.84375, 0.212891, -2.31183}, {-5.63281, 4.8291, -2.31363}}; }; class Land_sara_domek_zluty : Residential { maxRoaming = 1; lootPos[] = {{2.95703, 3.00732, -2.4337}, {7.06738, 2.95557, -2.4337}, {6.36304, -0.236328, -2.43375}, {0.627686, -0.586914, -2.43387}, {-0.659912, 2.05371, -2.4337}, {-2.77515, 0.751953, -2.43372}, {-5.07666, 3.04492, -2.43361}, {-6.17139, -2.33691, -2.43382}, {-3.75293, -3.54688, -2.43382}}; }; class Land_HouseV_3I4 : Residential { maxRoaming = 3; lootPos[] = {}; }; class Land_Shed_W4 : Residential { maxRoaming = 3; lootPos[] = {}; }; class Land_HouseV_3I1 : Residential { maxRoaming = 3; lootPos[] = {}; }; class Land_HouseV_1L2 : Residential { maxRoaming = 3; lootPos[] = {}; }; class Land_HouseV_1T : Residential { maxRoaming = 3; lootPos[] = {}; }; class Land_telek1 : Industrial { maxRoaming = 3; lootPos[] = {}; }; class Land_Rail_House_01 : Industrial { lootPos[] = {{2.81152, 3.61426, -1.28266}, {-1.82178, 3.10547, -1.28266}, {0.487793, 3.38867, -1.28266}}; }; class Land_HouseV_2I : Default { maxRoaming = 3; lootPos[] = {}; }; class Land_Misc_deerstand : Military { zombieChance = 0; lootChance = 0.5; maxRoaming = 3; lootPos[] = {{-0.923828, -0.808594, 1.08539}, {0.419922, -0.237305, 1.08539}}; }; class Camp : Military { maxRoaming = 1; lootPos[] = {{0.833252, -1.52246, -1.15955}, {0.38501, 0.963867, -1.15955}}; }; class CampEast : Military { maxRoaming = 1; lootPos[] = {{-1.05713, -1.80762, -1.31049}, {0.627441, 1.83398, -1.31049}}; }; class CampEast_EP1 : Military { maxRoaming = 1; lootPos[] = {{-0.670898, 0.95459, -1.31049}, {1.68506, -2.43384, -1.31049}, {-1.76318, -1.62646, -1.31049}}; }; class MASH : Hospital { maxRoaming = 1; lootChance = 0.4; lootPos[] = {{1.18213, -1.65039, -1.17793}, {0.24707, 0.799316, -1.17803}}; }; class MASH_EP1 : MASH {}; class UH1Wreck_DZ : Military { zombieClass[] = {"z_soldier_pilot", "z_soldier_heavy"}; zombieChance = 0; lootChance = 0; minRoaming = 4; maxRoaming = 8; lootPos[] = {}; }; class USMC_WarfareBFieldhHospital : MASH { minRoaming = 1; maxRoaming = 3; zombieClass[] = {"z_soldier", "z_soldier_heavy"}; lootPos[] = {{-3.52246, -5.03931, 1.14726}, {2.36621, -4.52295, 1.14786}, {1.39063, -0.423096, 1.14746}, {1.14258, 5.00952, 1.1478}, {3.7124, 1.89795, 1.14788}}; }; class Land_Ind_Shed_02_main : Default { zombieChance = 0; maxRoaming = 3; }; class HouseRoaming : Residential { lootChance = 0; zombieChance = 0; maxRoaming = 2; }; class FarmRoaming : Farm { lootChance = 0; zombieChance = 0; maxRoaming = 2; }; class Land_Shed_W03 : HouseRoaming {}; class Land_HouseV_1I3 : HouseRoaming {}; class Land_HouseV_1L1 : HouseRoaming {}; class Land_HouseV_1I2 : HouseRoaming {}; class Land_HouseV_2L : HouseRoaming {}; class Land_HouseV_2T1 : HouseRoaming {}; class Land_houseV_2T2 : HouseRoaming {}; class Land_HouseV_3I2 : HouseRoaming {}; class Land_HouseV_3I3 : HouseRoaming {}; class Land_HouseBlock_A1 : HouseRoaming {}; class Land_HouseBlock_A1_2 : HouseRoaming {}; class Land_HouseBlock_A2 : HouseRoaming {}; class Land_HouseBlock_A2_1 : HouseRoaming {}; class Land_HouseBlock_A3 : HouseRoaming {}; class Land_HouseBlock_B1 : HouseRoaming {}; class Land_HouseBlock_B2 : HouseRoaming {}; class Land_HouseBlock_B3 : HouseRoaming {}; class Land_HouseBlock_B4 : HouseRoaming {}; class Land_HouseBlock_B5 : HouseRoaming {}; class Land_HouseBlock_B6 : HouseRoaming {}; class Land_HouseBlock_C1 : HouseRoaming {}; class Land_HouseBlock_C2 : HouseRoaming {}; class Land_HouseBlock_C3 : HouseRoaming {}; class Land_HouseBlock_C4 : HouseRoaming {}; class Land_HouseBlock_C5 : HouseRoaming {}; class Land_HouseV2_01B : HouseRoaming {}; class Land_Misc_Cargo1D : HouseRoaming {}; class Land_HouseV2_03 : HouseRoaming {}; class Land_Ind_Shed_01_end : HouseRoaming {}; class Land_A_statue01 : HouseRoaming { zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2", "z_soldier", "z_soldier_heavy", "z_policeman"}; minRoaming = 2; maxRoaming = 8; }; class Land_Shed_W02 : FarmRoaming {}; };
  19. Tired of just killing zombies and trying to find players to kill? Need a change of pace? Only one week left for this Event: Sorry for the crappy video. I have others that show the compound clearer and another of us clearing the compound, but it was corrupted. Besides, isn't the thrill the unknown and not knowing exactly what you're going to come across? (yeah I know.. long run from Kamenka... but at least you'll have a Bike) YOU DO NOT NEED ANY SPECIAL FILE DOWNLOADS... This is using Regular DayZ Public files ver 1.7.2.6 with BattlEye Enabled.
  20. Calinthor

    Set ViewDistance > 1000m

    Also, people can still adjust their range to help with their fps. Tested it where I had a max range of 10000 and another player set his at 2k. when he went from 10k to 2k performance for him got better. Each client can have a different viewdistance and fog setting, (of course they'd have to execute a command to change the fog); so make sure to adjust things for the optimal player but let them know they can tune it down if it's too laggy.
  21. Calinthor

    Set ViewDistance > 1000m

    Oh yeah, and if you're running BattlEye. you will have to modify the scripts.txt Search for: 5 setViewDistance !"\"setViewDistance\"," and replace with: 1 setViewDistance !"\"setViewDistance\"," also 5 setFog !"\"setFog\"," !"0 setOvercast _currentOvercast;\n0 setFog _currentFog;" !"if (_currentWeatherChange == \"FOG\") then {\n_timeUntilCompletion setFog _targetWeatherValue;\n};" !"0 setFog _initialFog;\n\nif (_initialOvercast == -1) then {" 1 setFog !"\"setFog\"," !"0 setOvercast _currentOvercast;\n0 setFog _currentFog;" !"if (_currentWeatherChange == \"FOG\") then {\n_timeUntilCompletion setFog _targetWeatherValue;\n};" !"0 setFog _initialFog;\n\nif (_initialOvercast == -1) then {" Otherwise people will get booted. or comment the lines out or delete the lines. Still testing....
  22. Calinthor

    Set ViewDistance > 1000m

    Found some old code and tested. it seems to work. In the "init.sqf" of the mission file (you'll have to unpack it) add somewhere near the top of the file (After the "startLoadingScreen..." should be fine. setViewDistance 10000; 0 setFog 0; adjust the numbers to your liking. ViewDistance 500-10000 Fog is a number between 0-1 http://community.bistudio.com/wiki/setViewDistance http://community.bistudio.com/wiki/setFog I'm going to test it a couple more times with a heli to see if my view range really does increase from the air. from a mtn, it seems to be good.
  23. Calinthor

    Server montoring

    Who killed who, is a feature of Arma. It's used in DM and other mission types. It is not enabled in DayZ. If anyone finds out how to easily enable it (as well as sides), I would like to know. I've tried several different things to get it to work again, but doesn't seem to work with the simple changes I tried. (changing mission type, maps, unit type & sides, etc). I know it's probably something simple I'm missing, I just haven't discovered it yet.
  24. Calinthor

    Set ViewDistance > 1000m

    I did this once, and undid it. I'll have to find out where it's done again. I also have an override for dynamic weather that can be turned off/on by a parameter in the server.cfg (or whatever name you use) file. Anyone interested in wanting to know how to setup parameters to modify the gameplay, let me know. It's pretty easy, once you know how to do it. For example, the StormSeekers server has parameters for time (local/day/night/accelerated), number of zombies per player (30,40,50,60), spawn with bike (0 no 1 yes), clear/dynamic weather, spawn on coast or wilderness, and other things. and they can be changed quickly and a simple server restart implements the changes. Oh and I also had code to disable the black/white & blurry vision when blood is low, but thought i made it too easy for players and put it back to default. LoL Anyway. I digress. If I find it before someone else posts, I'll post it here.
  25. Calinthor

    Bliss, CD Key?

    Technically, the only file that runs on the server is "arma2oaserver.exe" (or something like that) in the expansion/beta directory. You will need all the files in ARMA on the server though. The server would wait for you to start the mission after you run the exe (in server list is should show "Creating"). then you can launch the same version of Arma on your other PC and start the server. What you can't do is run server.exe and launch the game to start the server, then play the game on another PC with the same CD/Game key. I haven't tested this completely, but this is my understanding of how it works. The server .exe doesn't need a CD Key to run. This is how people can have multiple servers running off the same copy of the game on different PC/Servers or virtual machines.
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