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Gopher_nz

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Everything posted by Gopher_nz

  1. Gopher_nz

    types.xml need explanation

    There is a mention of wolf behaviour described as "herd" not sure if this is relevent. My guess is that the behaviour is buried in a pbo
  2. Gopher_nz

    types.xml need explanation

    I did - a massive wolf pack appeared - all ran off after only four were shot 😞 Not sure where I went wrong.
  3. Gopher_nz

    types.xml need explanation

    How about this - should result in having to kill at least 8 or 9? <event name="AnimalWolf"> <nominal>22</nominal> <min>20</min> <max>22</max> <lifetime>180</lifetime> <restock>0</restock> <saferadius>200</saferadius> <distanceradius>0</distanceradius> <cleanupradius>0</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>child</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="11" min="10" type="Animal_CanisLupus_Grey"/> <child lootmax="0" lootmin="0" max="11" min="10" type="Animal_CanisLupus_White"/> </children>
  4. Gopher_nz

    types.xml need explanation

    aux7 - This generates packs of 12? would have thought that the children max should also have been increased. [Oops I will correct] this is mod territory. Do you know how to use the tools? [No idea - any suggestion of a good website to go looking and learning?] so two different spawn groups with the same point [But I wonder if the spawns are triggered at the same time. I would reckon having two spawns listed like this really only doubles the chances of wolves at that spot with the occasional double spawn] One additional question - any suggestions on where to look to understand the map coordinates I see in many of the config files?
  5. Gopher_nz

    types.xml need explanation

    I have another question. I want to increase the size of the wolf packs to 12. Pretty easily done in events as per below: <event name="AnimalWolf"> <nominal>12</nominal> <min>8</min> <max>12</max> <lifetime>180</lifetime> <restock>0</restock> <saferadius>200</saferadius> <distanceradius>0</distanceradius> <cleanupradius>0</cleanupradius> <flags deletable="0" init_random="0" remove_damaged="1"/> <position>fixed</position> <limit>child</limit> <active>1</active> <children> <child lootmax="0" lootmin="0" max="6" min="2" type="Animal_CanisLupus_Grey"/> <child lootmax="0" lootmin="0" max="4" min="0" type="Animal_CanisLupus_White"/> The problem I am having is stopping 9 from running off when three are killed or having roaming groups of two wolves. Any suggestions? I could not get much insight from reddit but one person suggested rather than having one group of 12 maybe have 2-3 groups of 3-5 (default). Not sure how to force three groups to spawn at the same location at the same time. Again any suggestion?
  6. Gopher_nz

    types.xml need explanation

    Yeah I finally found a chest after we were all looking across the map and 2 car tents. We know prior to the changes we had acquired all available so we believe these new finds are as a result of the most recent changes. As for count I set sea chests min at 15 and nominal at 20 to force the appearance of at least 5 chests.
  7. Gopher_nz

    types.xml need explanation

    First of all I have to say that this thread has been extremely useful and informative as I administer my own server. I do have one question. I changed the minimum number and nominal number on mil tents, car tents and sea chests - ensuring that some spawn. I uploaded the types.xml file and started the server back up. Am I right in thinking this should result in additional items appearing, or is there something I else I need to do. A group of use have been searching for a few days and none of us have found the items.
  8. Just recently installed DarT RCON for Arma 3 - awesome tool! Two questions: 1. Pre-RCON I have my ban list located as ban.txt with a list of Player IDs - is it possible to import this into DarT - so I can add reasons for the ban. 2. Can I do the same with the player database - currently I have a db folder with an ini file for each player Cheers, G
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