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Everything posted by aux7
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seconds it means there will be no delay before it respawns. the limitation on spawning is determined by the flags count and the nominal permitted amount. if the count equals the nominal, then no more will spawn it means that it will be a randomly generated number (for the ammunition) if it was one in both then only one round would spawn. for single items like rifles, its meaningless
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there are four tiers for chernarus. this is an old old map, there are newer, but more confusing. This gives the general gist of it. Tisy and Troitskoe arent shown, but they are tier 4 if you get into the map editor, you can see more details something like this if you only wanted it to spawn at the firestation. Radio towers are police spawns from memory, but it might be different now
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should do . ..
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sure, in types you can change them from lifetime 604800 (seven days) to 3888000 (45 days)
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cfgrandompresets gives the chance of stuff spawning in infected cargo. So delete the food . .. . Hermit/army/city/village
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from events - civil sedan (olga), hatchback 02 (gunter), & sedan 02 (sarka) share - 25 max mostly I see Gunters -off road sedan (ada) - 15 max from my experience, damage to the cars (scratches etc) indicate condition of the car chassis
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sure, with the weapon cleaning kit, or with the duct tape. See Dayz wiki. role play stuff, dont ask me either ... . its the way it works. I had an ak once for two weeks before I found a magazine . . . . .
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I cannot answer that one. There are a number of cases where the numbers dont make sense, but then you read the code, and you can see how it works. admittedly a 1 for bears would make more sense. But people are starting to announce seeing bears in Chernarus, so 0 must somehow work. ( I havent seen one yet, but since the 1.06 release I am stuck near the coast . . .) sure, ive done the same. I cannot explain it. I would have to read the code to work it out. sure I used to have a base near Tisy, I would regularly see wolves (not every time, once every couple of days) It would be more interesting if wolves spawned in like the other animals and then tried to find a target or you found them, but I suspect that that would lead to fewer wolf/player interactions. When you look at player heat maps the NWAF is the biggest magnet on the map, and players follow very well trodden tracks . . . and a lot of it doesnt go through wolf territories. The wolves have different types of territories, and I thought that that might give rise to different behaviours, but no. It may be that this is a future feature to come. there are so many things in the files that have not appeared yet so .. . For hunting, there would have to be tracking and consistent lives, instead of the spawn in and spawn out that we currently have. Tracking/hunting players would be interesting . .. . . But I dont see how it could be enabled (tracks on the ground, path through bushes etc). The release of the new scarlet xbox and new ps5 around the holidays late next year, and the subsequent (rumored) increase in processing power, may be the next opportunity for the game to improve in complexity and/or quality
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indeed On an empty server, I have not seen infected spawning outside of a 700m radius of me. I presume the infected have a lifetime from spawn, but the number in the files does not make sense.
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Indeed, I was just trying to say that the player location is only one of the things the server seems to consider. Ive gone to tisy and seen the wolves are hard at it with the infected. But it sounds like that might be the old days now
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ok, hope this helps I am extrapolating and observing when I say what I think they mean. All data is Chernarus The nominal seems to relate to pack size. For the bears it was zero, no packs. Wolves have eight nominal so max pack of eight min and max seem to relate to number of spawns on the map. Bears are two so two possible spawns. Wolves are four or six so up to six possible spawns. probability = number of events/number of possible outcomes (its a while since I did probability so . .. it wasnt my favorite subject ) I took the probability calc out. .. . .. too many parameters to give a good number This is also a bit simplistic, because it could be that if you are the only player in a wolf spawning zone, and no wolves have spawned elsewhere the probability hits 100%. I havent really read the code for this. It was bad enough reading the code for food and digestion processes. My reason for saying this was observing helicopter spawns and the troitskoe wolf experience (see below). I think the server must consider who is on the map and where they are and consider to spawn something next to the available player, if they are in the relevant area and there are no other considered spawns. But sitting and waiting for a helicopter never worked . . .. for wolves there can only be 6 events, bears 2, on the map at any time. Strictly that should be included in the probability, but I assume no other spawns. But yes if there are six wolf packs/ two bears somewhere else on the map, you will not get a wolf or bear spawn. I havent seen time having an effect. For my last server I was running a 24 hour restart cycle. Wolves and other animals appeared throughout the cycle. They do not spawn in just at the start of the server. But the server does spawn in the animals at random. For an empty server, wolves would spawn in regularly, clearly by some random function to put wolves in, if no other triggering occurred. I had a base near Tisy, and I could hear wolves spawning in, not on me (empty server (mostly)) I believe aggro radius is safe radius, so for wolves, if you are within 200m of their spawn point and conditions are right you will get wolves. Bears have the same radius. Sure, the howling is the trigger warning, but I have had wolves spawn right next to me with no howling as I approached Troitskoe through the woods. So it must be that while you are in the trigger area, it will consider to spawn. For the wolf that appeared next to me, up until that point there must have been wolves appearing elsewhere on the map. Interestingly the behaviour of the animal is related to its pbo. I tried putting wolves in on the chickens territories, I got wolves behaving as chickens. It was very funny, walking up to a wolf cowering under a bush just like a chicken No. They dont seem to, but now hunger has become a killer (died twice as a freshspawn from hunger recently (not including Livonia)) I am going to be looking into it. They do spawn in (timing random) and wander around, and then despawn from what I see (from the days when hunger wasnt so critical) As above, behaviour is coded individually in the pbo for each animal. sure, I will pull the pbo files down and have a look
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In my opinion . .. . from my reading of the Chernarus events file, I would suggest the following for the wolf I see 276 spawn points so for the wolf we see nominal 8, which I suggest is the number in the pack that can spawn. the min and max giving the number of spawn points for the packs. Triggered by the player being within 200m of the spawn point. The child gives the grey and white variation possibilities and the number spawning within the nominal number For bears there are 71 possible spawn points. the bear nominal is set to zero (no packs), but min and max are set to 2 spawn points, of which there will be 1 bear at each point activated by the player Livonia events file is different (more) I do not believe these spawn at server start, but only on player interaction. The bear and wolf territories are controlled differently to the infected there are 470 spawn points for the infected. Each spawn point has a label attached to it - Infected army, infected city, infected firefighter etc. I think that you activate the infected as you wander around and generate the basic infected volume (up to 700m) when you aggravate one of those, then the zombie territories are triggered (I think) the events sets what can appear and the global territories sets where, how and how many appear, with smin/smax and dmin/dmax settings (s - static, d - dynamic) and so you can suddenly have hordes of infected appearing. (number of times I have been in Tisy, and only seen five infected. I fire a shot and 20 plus rush me) again I do not believe these spawn at server start, but only on player interaction. As from the start, if you saw infected in a town from a distance you knew a player was there. I dont see any change in that strategy. I have made an overwatch on electro and cherno from a distance (more than 700m), and when there were no players (empty server), there were no infected. maybe someone who has increased the infected can offer their opinion?
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it was a headshot, instant kill .. . . the player was either camping or following you
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bear spawn locations
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from my experience on pc, they work fine. they dont stay for ever, maybe five or ten minutes. If you are outside their radius, they can despawn before you reach them. Once inside their radius, they should not despawn. The trick is to keep looking at them it seems . . .
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it is in the types file, dynamic event loot . ..
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thats the way it is. US heli sites smoke, Russian sites do not. the timing of the spawn and despawn is not precisely on the hour or half hour ..
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so, different to wolves then. When wolves last attacked me in a car (1.05), I took damage to my character. It would be interesting to know if the car took/takes damage during such encounters
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In your serverDZ.cfg change template="dayzOffline.chernarusplus"; to template="dayzOffline.enoch"; should work
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from what I can see in the PBo's Bliss (Livonia) has a selection of specific items which are not replicated in the base map. so bears will only spawn in Livonia
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server now closed - apologies
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Do you want to play Dayz without hackers and the ' shoot on sight' Campers? We are hosting a Dayz Community server and we are looking to expand our community to other like-minded Dayz enthusiasts. About us: We are a group of gamers who across a wide variety of ages looking to create a different kind of gaming experience. Some of us are new to Dayz...some are learning the basics...gun play, the crafting mechanics, learning the map etc and some are long time players. As people get more confident with the game mechanics and the game becomes more stable, we want to expand the server to people with all levels of experience, who are friendly, do not shoot on sight, and are willing to support others to learn the game. The focus is on community and PVE: we aim to cooperate with each other, maybe help each other build each other's bases (or not...but you WILL NOT destroy/raid other people's bases, if you find a base you will leave it as you found it if it is not in a major city or military loot area). It won't be cooperative all the time, (what fun is it just shooting zombies??) but the aim is not to shoot on sight. We realize that there are going to be elements of PVP and hunting each other with a focus on learning tactics (especially down the road), but our thoughts turn to more respectful clan battles or factions. There will also be activities as a server As it stands right now, we have a 30 slot vanilla server which is located in the east Rules 1 - This is a PVE server 2 - KOS only in Tisy, NW Airfield, Troitskoe, Pavlovo, Zelenogorsk, Dichina 3 - NO Baseraiding - Leave them as you found them 4 - Abusive comments/behaviour/spam of any form will NOT be tolerated We run a 4 hours day, with 15 mins of sunset, 30 mins of night, and 15 mins of dawn on a 3 day cycle before cycle reset (15 hours between restarts) We now have mods, to help accentuate the play experience. - No Stamina - Build Anywhere - Easy Map (using the ingame map) We do not want to change things too much, but there might be some that significantly better the game. All proposals from the player base will be considered. Our dedicated server is here: Aux n Hawke's PVE/PVP Server at 96.230.61.86 on the east coast With the 1.0 release, subsequent update to1.04, and now 1.05 we decided to dive in to DayZ. DayZ is not perfect...there are wonky game mechanics, stuff doesn't work 100 percent of the time...and many times we've been frustrated to the point of rage quitting! However....slowly but surely...it is becoming more playable and rewarding. Persistence is working so we are looking forward to realizing our ultimate gaming vision: Getting to know other Gamerz and having unique in game experiences. With your help, it could be a game worth investing in. These are still early days yet, but if this sounds something you might be interested in, feel free to join us! There is a Twitter channel (https://twitter.com/Aux711) for server information and there will be a Website and Discord later for more player chat and interaction. We will also have Whitelisting for increased security for your play experience. The server is currently open to access for all Or if you want more information, please contact HawkeDayz@gmail.com or alix@malix.co.uk . Next server meetup is saturday 2nd November 16:00 USA eastern time at the witch ring
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condition affects persistence too . .. but it should be 45 days . . I havent done the 1.06 yet . . . but last I looked at (1.06 experimental) was the same
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sure, but they were saying that they wanted to release it across all platforms at once or?
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On reddit,