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Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
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Console Stable 1.27 Update 1 - Version 1.27.159420 (Release on 25.02.2025) NOTES In case of problems, please check the Bohemia Interactive support F.A.Q. or DayZ F.A.Q. You can help us to further improve the game by posting your feedback on the Feedback Tracker. FROSTLINE EXPANSION ADDED New Features and Locations New villages added to eastern coast New ship wreck location off the coast of the Shantar island Added wooden log cabins on mountain sides Loot and Map Enhancements Improvised sandbag bunkers on Burukan island replaced with new concrete bunkers Dynamic military containers now require a corresponding key to be unlocked VSD variant with wooden stock, handguard and old metal body Aniva city has been expanded Reduced the vegetation cover on the military island Environmental Interactions Snow falling from the trees and on various interactions: cutting, harvesting, tree falling, car hit, and sprinting through Naval buoys with flashing red lights to serve better navigation through the ice sheet maze Particles for explosions on snow terrain added Functional Additions Functioning mounted outdoor thermometers reflecting the current temperature Boats can now despawn - degrade continuously until destroyed CHANGED Gameplay and Effects Player is now able to get longer heat buffer with all clothing. (increased for low insulation) Added a delay between falling unconscious due to blood loss. Behavior of lights in the warhead storage rooms Audio Sounds of footsteps from walking in the forest with and without snow New ambient sounds for Warhead storage New sounds for the power generator added New audio of birds, changed in intensity and variations Reduced noise level of owl sounds Loudness and reverb for electricity and storage doors Barefoot movement on Sakhal snow surfaces had no footstep sounds FIXED Gameplay and Effects Heavy metal poisoning effect could persist after player death with a new character Collecting and eating snow inconsistently impacted player temperatures Fixed inconsistencies in the freezing calculation Heat buffer "+" signs now display accurate heat buffer duration. Portable power generator could not warm up the player Characters could keep fast swimming or climbing even after running out of stamina (T188552) Players could perform multiple heavy attacks in quick succession while consuming very little stamina (T175065) Clipping and Collision Issues The player is able to clip through the drill geothermal plant tower Clipping and collision issues within the Antonov plane wreck Goats could spawn inside rocks Specific items could be built inside warhead storage Fixed exploits used to look through walls Environment and Visuals Wheel particles will no longer be present if a vehicle is driving on a surface without any defined. Boats could disappear when left on the shore or ice shelf Mushrooms spawn in a dried state Incorrect surface and interior detection in the Sakhal power station building Fire barrel fire could look different compared to a fireplace when dying out Structures and Objects Levers in Sakhal power station are off after server restart Sakhal school had a Chernarus flag Opening the storage doors in the bunker is not properly matching the sound Stash buried in snow did not properly save in server storage. Animal and Player Interaction Player could drink from springs from any possible direction Frozen animal corpses could be skinned It was possible to cut out seeds from frozen vegetables Sound and Audio Sprinting through a snow-covered tree could not make a sound Soundtrack related to Volcano could not play near it GENERAL GAME ADDED Backpack and Item Attachments New item attachment slots for specific backpacks Sound Effects Sound of rattling teeth when a player is exposed to low temperatures for an extended time Sound of boat propeller Sounds of boat splashes are now matching the animations Sounds for deploying and disarming mines and explosives More variations for bullet cracks sound Particle Effects Bullet hit effects on vegetation - different hit particles for autumn, green, and conifer trees Animations Patching items Repairing with tape Cleaning/repairing firearms Splitting long sticks Splitting firewood Splitting logs with axes UI and Quality of Life Controls options settings now have numerical values Controls options settings can now be edited by entering specific desired value Clickable link in the main and pause menus to access the Feedback Tracker directly New hints added during the loading screen New cartridge icon for crossbow bolts Show/hide UI cursor in main and in-game menu menus when the input device is changed Feedback tracker QR link within the main menu 'Previously played' tab in the server browser Technical Improvements Latency exploit mitigation, freezing players in place when having bad network connection CHANGED Loading times Improved general game loading times Sound and Audio Improvements Reworked SMG weapons sound Improved cooking sound effects system indicating "done," "in progress," and "cooking without ingredients" The sound of the wind when driving the boat is only audible to the boat driver Improved footstep sounds for some building interiors Improved trigger zones to ensure consistent soundtrack playback in specific areas Foot steps sounds changed with the aim of making running enemy more audible than the one carefully approaching Boat sounds reduced from close ranges and increase on long distance. Weapons and Combat Reduced smoke of VSS because it was too obstructive. Particles for M4-A1, M16-A2, VSD, LE-MAS, USG-45, VSS, Mosin 91/30 rifles were updated Rebalanced dispersion and damage of the Mosin, VS-89, and VSD. Heavy attack modifier keybind moved correctly under the Combat category instead of Unsorted. Vehicles and Boats Boats now slowly decay when abandoned for too long. Hoods of car wrecks are opening in the same direction as the drivable cars Crafting and Actions Splitting items from attachments is now possible Cutting up the guts to make a rope leaves player hands bloody Added continuous crafting option for some actions and recipes: Digging worms Repair tent and its parts Repair car parts and chassis Repair with blowtorch Crafting bone and stone knife Repiring electricity Repairing with epoxy Sharpening Patching Repairing with rags Repairing with tape Cleaning weapons Repairing planks Repairing with pliers Inventory and Interaction When scrolling through the inventory, the active gear section remains pinned to the top of the screen (T178787) Items created after player actions are found below the player more randomly, not directly on top of each other Cooking and Food Mechanics Food poisoning has been reworked. Chances to catch Salmonella vs Food Poisoning have been rebalanced. Cooking human steak to burned steak is no longer removing the brain disease Water boiling when cooking is now indicated by particles and new audio sound Fishing mechanics and equipment were rebalanced, reducing junk catch rates, adjusting signal timing, and tweaking bait and hook performance Burn rate of fireplace fuel (except firewood) and kindling has been increased Character and Gameplay Mechanics Increased blood regeneration for low food and water levels Increased blood regeneration while unconscious if the blood level is low. Items carried by players while swimming now adjust more quickly to match the water's temperature Surrender emote is no longer possible while standing on cars and boats Particles and Visual Effects Particles for cooking, hot items, and breath of characters Particles for vomiting and bleeding Disabled water reflection to improve performance Controllers and Input Adjustments Minimum left and right gamepad stick input changed from 0.5 to 0.7, for both PS and Xbox controllers Fishing and Gathering Items that are obtained by fishing, like pots and wellies, are no longer of pristine quality Balanced fishing mechanics: Improvised rods and wooden hooks are now less effective Miscellaneous Changes Fireplace goes from scorching to cold slower to make more space for re-igniting it Dead fox tail changed on the model and in the inventory to look more natural Removed the redundant rough and precise skill meter from the tutorial screens Player could receive chemical poisoning instead of food poisoning when opening Unknown food can Cow, goat and sheep are now more likely to run away Sherpa hat braids are now moving less frantically (T185025) FIXED Performance and Gameplay Fixed a game crash related to throwing physics Possible to see through walls when canceling or finishing Dig up action Exploit of players being able to peek through the trees Exploit of getting inside a locked room in certain houses through closed windows Exploit of moving unseen beneath the the map Players could perform actions and move freely while inspecting an item When digging worms, players could see through the walls Items could get stuck in hands after jumping or fast actions, making them unable to be swapped or removed until reconnecting (T188352) Character would stop taking damage from hunger and thirst after eating or drinking, even if their energy/water remained critically low, until relogging (T188364) Eating cold or chilly food incorrectly increased the player's heat comfort Client crash occurring when viewing specific characters from above from certain distance range Game freezes when player unfavorites all favourites on the first page and switches to the second page Sound and Audio The infected and animals in the water did not have correct sound Wrong sound played when crafting a fireplace with firewood in hands Boat engine sound did not turn off after the boat was beached with the engine Sound of infected falling to the ground after being killed did not play correctly Sound of some doors could be silent and delayed Weapons sounds sometimes had delay issues when firing large magazines continuously Tree ambient sounded like footsteps in the forests Changed the volume and audible range of bullet impacts for players to hear (T179210) Some weapons missing jamming sounds when jamming occurs Inventory and Interaction Combine action to mount barbed wire in the inventory was not working as expected Items dropped in corners were floating in mid-air in small houses Possibility to scroll in both inventory and vicinity at the same time in certain conditions Dragging and dropping items from inventory to vicinity slot sometimes did not work Mounting barbed wire action prompt could be hard to target Splitting the stick could trigger desynchronization with the server Splitting item stacks in the inventory would sometimes place them in the vicinity instead of the inventory Single seeds couldn't be planted via the widget, only by drag-and-drop. The last seed in a stack was also unplantable (T188464) Ensured repair and crafting actions correctly complete or stop when expected during chained actions Players were sometimes unable to water garden plots due to targeting problems (T183542) Weapons and Combat Single/double fire mode does not work when using shotguns and firing single rounds on double fire mode Switching scope modes on one weapon carried over to other weapons Noise levels increased unexpectedly while crouch-walking with a raised firearm Players couldn't sprint after lowering a firearm while crouch-walking Attaching a suppressor to a weapon was sometimes not possible PSO-1-1 Optic displayed duplicate reticles when a battery was attached (T188335) Vehicles and Boats Start engine action was not displayed when starting the boat without the spark plug Vehicles and boats could start bouncing when hitting rocks Items stored within fire barrels mounted in trucks could fall to the ground during server restart The car startup for missing spark plug would not play if no fuel was in the car Environment and Building Placement Clipping and seeing through various buildings and objects has been fixed. It is now possible to place large tents in big hangar buildings. Players will no longer be able to place Fireplaces and Garden plots in the air even if a server has placement collision checks disabled. Balota sign pointing in the incorrect direction Mitigated the issue of some objects clipping through the containers Some trees had incorrect particle effects when being shot New exterior wall texture on Old military barracks asset Sun rays could be present in the Tisy HQ basement Fixed a gap in the warhead storage ground that could have been exploited for an advantage LOD issues on some broken-down houses would cause unintended visual changes at short distances Thawed area around the fireplace was not visible at night despite any light source Character would be unable to climb up the ladder to the life boat Animations and Character Actions Fixed a faulty pose in the hare animations (T183546) Players were be coughing, laughing, and shaking when unconscious Animation for taking Improvised fishing rod to hands from shoulders was incorrect Left hand could get deformed while jumping backward with a two-handed firearm Axes could temporarily vanish during firewood splitting and fly back to the player's hands once the action was completed. The character would stand up when filling a gasoline canister with snow Food and Cooking Burning sound of food continues playing even after it has cooled down The water bottle containing liquid could get damaged when cooking even before it lost the water inside Cereal box was misplaced when cooking on cooking spots Burnt green bell peppers would stand unnaturally on the fireplace grate Cooking items could clip through the fireplace Items Hatchet now has correct textures in all of its damage states. Unknown food cans could sometimes not be eaten after opening. Damaged state for the female hoodie was not visually displayed. Localization and UI Issues Buttons for audio settings had the wrong focus when changing menu tabs The Online Tab loses focus after the focused player disconnects In-game server browser could focus on "Search by name" line instead of server names Localization for "Lock" and "Unlock" briefcase was not correct in some languages Changing any slider in the Controls tab would reset it back to 100 after applying Sliders in the Audio and Video tabs would revert to arbitrary values after applying changes Sensitivity slider values do not always increase or decrease correctly when adjusted OPEN STORE button in main menu was not highlighted when the cursor hovered over it Correct translation of Server Browser buttons Xbox: scrolling in the Xbox Main Menu could get stuck on specific options Xboxb: attempting to join a server via a friend’s invite on Xbox might result in a connection timeout and failure to connect. CHERNARUS Part of the Vybor air base was visible on the in game 2D map LIVONIA Fixed issues with certain houses that player can see through when looking around the corner Wrong street sign to Gieraltow New and more coherent set of footsteps for some surfaces Water was not properly aligned with the canal in the Livonia underground SERVER Added: boatDecayMultiplier to gameplay settings json to tweak the newly introduced boat despawn mechanic Added: Admin logs now inform on player death by selecting respawn (while uncon/restraint logout) or drowning (T179382, T174730) Fixed: Linux servers could crash on shutdown Fixed: Weapons spawned through the init.c could not be reloaded. Fixed: Optimized JSON file loading Fixed: Synced player stats of int type is always 0 on client Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (T182340, T182316, T182304, T182260 , T182313, T182311, T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown Fixed: Players could remain locked to a server after disconnecting, preventing them from joining another server (T182340, T182316, T182304, T182260 , T182313, T182311, T183634) Fixed: A server crash Fixed: The server shutdown message incorrectly displayed #tmin instead of showing the actual countdown time before shutdown Changed: Updated the debug monitor to allow higher resolutions Changed: Added count in map flag to certain flag items (https://feedback.bistudio.com/T186626 - private) Changed: Added Lunapark flag to Sakhal (still not actively used in default configuration)(T185827) KNOWN ISSUES Equipping and unequipping items between hands and shoulder/belt slots in multiplayer could cause animation glitches, missing or doubled audio, and character twitching. Spamming Reset Filters and Apply Filter in the server browser while official servers are still loading could cause the client to freeze The Right Upper Frame of a Watchtower on the top floor creates an invisible collision, preventing players from walking across Players can get stuck while Pushing the boat if the water level rises while performing the action, resulting in a frozen state with a loading wheel on screen
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Hello, I have an external IP address. I would like to create a server on my PC to test mods and settings before using hosting. So that I or my friends can connect to it, since I have an external IP address. The problem is that when I turn on the DayZ server, it does not appear in the LAN tab and I cannot connect to it in any way. Can you please help me and advise me how to solve this situation? 8:21:03 Byl vytvořen dedikovaný server. 8:21:04 [Inputs] Loading inputs default "bin/constants.xml" 8:21:04 [Inputs] Loading inputs default "bin/specific.xml" 8:21:04 [Inputs] Loading inputs cfg "C:\Users\krave\OneDrive\Documentos\DayZ Other Profiles\Server\Server.core.xml" 8:21:04 [Inputs] Exporting inputs cfg "C:\Users\krave\OneDrive\Documentos\DayZ Other Profiles\Server\Server.core.xml" 8:21:08 BattlEye Server: Initialized (v1.219, DayZ 1.27.159674) 8:21:08 SUCCESS: SteamGameServer_Init(0,8766,2302,27016,3,1.27.159674) 8:21:08 Hostname of server: "nemesis93 server" 8:21:08 Role byly přiřazeny. 8:21:08 Načítání mise… 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Conversion of characters successfully completed. 8:21:19 [CE][Hive] :: Loading core data ... 8:21:19 [CE][CoreData] :: 8 root classes, 18 defaults, 0 updaters... 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Processing 0 players. 8:21:19 [CE][offlineDB] :: Conversion of characters successfully completed. 8:21:23 [CE][TypeSetup] :: 561 classes setuped... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:23 [CE][LoadPrototype] :: last group name: StaticObj_Misc_SupplyBox3_DE... 8:21:23 [CE][LoadPrototype] :: loaded 0 prototypes 8:21:23 55 containers, 232 points 8:21:23 0 dispatches, 0 proxies 8:21:23 [CE][LoadPrototype] :: last group name: Rail9... 8:21:24 [CE][LoadMap] "Group" :: loaded 11680 groups, groups failed: 0, largest group range: 34.2 8:21:24 [CE][LoadMap] "Dirt" :: loaded 0 groups, groups failed: 0, largest group range: 34.2 8:21:25 [CE][LoadClusters] "Cluster" :: Loading files... 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster.xml", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster01", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster02", 9 types, 50000 instances 8:21:25 [CE][LoadClusters] :: file: "mapgroupcluster03", 9 types, 50000 instances 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'Static_FrozenScientist_DE' will be ignored. (Type does not exist. (Typo?)) 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\types.002" 8:21:25 !!! [CE][offlineDB] :: No Shutdown message present. 8:21:25 [CE][offlineDB] :: Loaded 50 dynamic events 235 total types. 8:21:25 !!! [CE][offlineDB] :: Type 'ChristmasTree' will be ignored. (Not spawnable. (Scope is not public?)) 8:21:25 !!! [CE][offlineDB] :: Type 'Static_FrozenScientist_DE' will be ignored. (Type does not exist. (Typo?)) 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_002.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_003.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_004.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_005.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_006.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_007.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_008.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_009.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_010.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\dynamic_011.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\building.002" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.bin" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.001" 8:21:25 [CE][Storage] ver:0 stamp:0, valid:NO, name:"D:\SteamLibrary\steamapps\common\DayZServer\mpmissions\dayzOffline.chernarusplus\storage_1\data\vehicles.002" 8:21:25 [CE][Hive] :: Empty storage folder, reinitializing ... 8:21:25 [CE][Hive] :: Initializing ... 8:21:25 [CE][InitializeMap] :: initialized: 0 8:21:25 [CE][Hive] :: Initializing spawners ... 8:21:28 !!! [CE][Point] Removing 4512.276855, 9730.737305 from Land_Wreck_truck01_aban2_orange 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [0] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [1] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [2] is hard to place, performance drops: "BomberJacket_Olive" 8:21:29 [CE][LootRespawner] (PRIDummy) :: Item [3] is hard to place, performance drops: "BomberJacket_Olive" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [2] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [2] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [1] causing search overtime: "M79" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [5] is hard to place, performance drops: "GorkaEJacket_Autumn" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [5] is hard to place, performance drops: "GorkaEJacket_Autumn" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [6] is hard to place, performance drops: "TTSKOBoots" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [14] is hard to place, performance drops: "PlateCarrierHolster_Camo" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [8] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [9] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [10] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [11] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [12] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [13] is hard to place, performance drops: "USMCPants_Woodland" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [14] is hard to place, performance drops: "PlateCarrierHolster_Camo" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [15] is hard to place, performance drops: "LabCoat" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [16] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [17] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [18] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [19] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [20] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [21] is hard to place, performance drops: "BDUPants" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [22] is hard to place, performance drops: "USMCPants_Desert" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [23] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [24] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [25] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [26] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [27] is hard to place, performance drops: "HighCapacityVest_Black" 8:21:30 [CE][LootRespawner] (PRIDummy) :: Item [28] is hard to place, performance drops: "GorkaPants_Autumn" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [29] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [30] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [31] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [32] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [33] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [34] is hard to place, performance drops: "SmershVest" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [35] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [36] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [37] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [38] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [39] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [40] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [41] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [42] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [43] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [44] is hard to place, performance drops: "TTSKOPants" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [45] is hard to place, performance drops: "BoonieHat_Black" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [46] is hard to place, performance drops: "NurseDress_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [47] is hard to place, performance drops: "ManSuit_LightGrey" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [48] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [49] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [50] is hard to place, performance drops: "ChildBag_Blue" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [51] is hard to place, performance drops: "Compass" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [52] is hard to place, performance drops: "Compass" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [53] is hard to place, performance drops: "MilitaryBelt" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [54] is hard to place, performance drops: "ShortJeans_Black" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [56] is hard to place, performance drops: "MimeMask_Male" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [56] is hard to place, performance drops: "MimeMask_Male" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [57] is hard to place, performance drops: "BloodBagEmpty" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [62] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [61] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [62] is hard to place, performance drops: "SlacksPants_Beige" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [63] is hard to place, performance drops: "FieldShovel" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [64] is hard to place, performance drops: "FieldShovel" 8:21:31 [CE][LootRespawner] (PRIDummy) :: Item [65] is hard to place, performance drops: "FieldShovel" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [66] is hard to place, performance drops: "ManSuit_Black" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [67] is hard to place, performance drops: "ManSuit_Black" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [3] causing search overtime: "PrisonUniformPants" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [4] causing search overtime: "CZ61" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [68] is hard to place, performance drops: "WomanSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [69] is hard to place, performance drops: "WomanSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [72] is hard to place, performance drops: "OfficerHat" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [71] is hard to place, performance drops: "MedicalScrubsShirt_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [72] is hard to place, performance drops: "OfficerHat" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [74] is hard to place, performance drops: "ManSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [74] is hard to place, performance drops: "ManSuit_White" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [5] causing search overtime: "PrisonUniformJacket" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [6] causing search overtime: "PrisonUniformJacket" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [7] causing search overtime: "Fal_OeBttstck" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [8] causing search overtime: "Glock19" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [77] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [78] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [10] causing search overtime: "Ammo_40mm_ChemGas" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [79] is hard to place, performance drops: "ParamedicPants_Crimson" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [80] is hard to place, performance drops: "ManSuit_Beige" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [10] causing search overtime: "Ammo_40mm_ChemGas" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [83] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [84] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [14] causing search overtime: "SSG82" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [82] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [83] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [84] is hard to place, performance drops: "ParamedicJacket_Blue" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [15] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [16] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [17] causing search overtime: "Mag_CZ61_20Rnd" 8:21:32 [CE][LootRespawner] (PRIDummy) :: Item [18] causing search overtime: "Mag_CZ61_20Rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [87] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [88] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [87] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [88] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [89] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [90] is hard to place, performance drops: "PartyTent_Blue" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [91] is hard to place, performance drops: "WomanSuit_Black" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [92] is hard to place, performance drops: "CamoNet" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [93] is hard to place, performance drops: "CamoNet" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [21] causing search overtime: "MP5K" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [20] causing search overtime: "Mag_STANAG_60Rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [21] causing search overtime: "MP5K" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [94] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [95] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [96] is hard to place, performance drops: "Jeans_Brown" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [22] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [23] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [24] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [25] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [26] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [27] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [28] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [29] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [30] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [31] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [32] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [33] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [34] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [35] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [36] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [37] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [38] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][LootRespawner] (PRIDummy) :: Item [39] causing search overtime: "Mag_SSG82_5rnd" 8:21:33 [CE][SpawnRandomLoot] (StaticHeliCrash) :: Type: Wreck_UH1Y, lootmin: 10, lootmax: 15, wanted: 13, deloot: 2, containermaxsum: 15 8:21:33 [CE][SpawnRandomLoot] (StaticHeliCrash) :: Type: Wreck_UH1Y, lootmin: 10, lootmax: 15, wanted: 11, deloot: 2, containermaxsum: 15 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox3_DE :: !!! Wanting to spawn more loot than possible (5 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Uaz_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BMP1_NoPlacement_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: Land_wreck_truck01_aban2_green_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Ural_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BRDM_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_BMP2_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Ural_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: Land_Wreck_V3S_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticMilitaryConvoy) :: Type: StaticObj_Wreck_Uaz_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 1, containermaxsum: 3 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 7, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (7 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE, lootmin: 4, lootmax: 8, wanted: 7, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox2_DE :: !!! Wanting to spawn more loot than possible (7 > 4) 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE, lootmin: 4, lootmax: 8, wanted: 6, deloot: 2, containermaxsum: 4 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Sum of container LootMax is lower than event child LootMax (4 < 😎 8:21:33 [CE][SpawnRandomLoot] (StaticAirplaneCrate) :: Type: StaticObj_Misc_SupplyBox1_DE :: !!! Wanting to spawn more loot than possible (6 > 4) 8:21:33 [CE][VehicleRespawner] (PRIContaminatedArea) :: Initial random enabled for "StaticContaminatedArea" - Chosen nominal: 3 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_white_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_police_DE, lootmin: 2, lootmax: 4, wanted: 3, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_white_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_hb02_aban1_red_DE, lootmin: 2, lootmax: 2, wanted: 2, deloot: 1, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban1_police_DE, lootmin: 2, lootmax: 4, wanted: 2, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticPoliceSituation) :: Type: Land_Wreck_sed01_aban2_police_DE, lootmin: 2, lootmax: 4, wanted: 2, deloot: 1, containermaxsum: 4 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE :: !!! Sum of container LootMax is lower than event child LootMax (2 < 3) 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Wreck_sed01_aban1_wine_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 2 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Flat_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_742_Blue_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 !!! [CE][VehicleRespawner] (PRIBoat) :: Init: "VehicleBoat" - Failed to spawn the requested amount (19 < 22) within 66 attempts. 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_DE, lootmin: 2, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: StaticObj_Wreck_Train_Wagon_Tanker_Mil_DE, lootmin: 1, lootmax: 3, wanted: 2, deloot: 0, containermaxsum: 15 8:21:34 [CE][SpawnRandomLoot] (StaticTrain) :: Type: Land_Train_Wagon_Box_Mil_DE, lootmin: 1, lootmax: 3, wanted: 1, deloot: 0, containermaxsum: 15 8:21:34 [CE][DynEvent] :: 50 types 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [02] AmbientHen 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [03] AnimalBear 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:34 [00] AmbientFox 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [01] AmbientHare 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [02] AmbientHen 8:21:34 Primary Spawner: "Ambient", active: yes, repeat: 1 8:21:34 [03] AnimalBear 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [04] AnimalCow 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [05] AnimalDeer 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [06] AnimalGoat 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [07] AnimalPig 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [08] AnimalRoeDeer 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [09] AnimalSheep 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [10] AnimalWildBoar 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [11] AnimalWolf 8:21:34 Primary Spawner: "Animal", active: yes, repeat: 1 8:21:34 [12] InfectedArmy 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [13] InfectedArmyHard 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [14] InfectedCity 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [15] InfectedCityTier1 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [16] InfectedFirefighter 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [17] InfectedIndustrial 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [18] InfectedMedic 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [19] InfectedNBC 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [20] InfectedPolice 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [21] InfectedPoliceHard 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [22] InfectedPrisoner 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [23] InfectedReligious 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [24] InfectedSanta 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [25] InfectedSolitude 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [26] InfectedVillage 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [27] InfectedVillageTier1 8:21:34 Primary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [28] ItemPlanks 8:21:34 Primary Spawner: "Item", active: yes, repeat: 1 8:21:34 [29] Loot 8:21:34 Primary Spawner: "Loot", active: yes, repeat: 2 8:21:34 [30] StaticAirplaneCrate 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 [31] StaticContaminatedArea 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 [32] StaticHeliCrash 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [33] StaticMilitaryConvoy 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [34] StaticPoliceSituation 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [35] StaticTrain 8:21:34 Primary Spawner: "Static", active: yes, repeat: 1 8:21:34 Secondary Spawner: "Infected", active: yes, repeat: 1 8:21:34 [36] TrajectoryApple 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [37] TrajectoryConiferous 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [38] TrajectoryDeciduous 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [39] TrajectoryHumus 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [40] TrajectoryPear 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [41] TrajectoryPlum 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [42] TrajectoryStones 8:21:34 Primary Spawner: "Trajectory", active: yes, repeat: 1 8:21:34 [43] VehicleBoat 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [44] VehicleCivilianSedan 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [45] VehicleHatchback02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [46] VehicleOffroad02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [47] VehicleOffroadHatchback 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [48] VehicleSedan02 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [49] VehicleTruck01 8:21:34 Primary Spawner: "Vehicle", active: yes, repeat: 1 8:21:34 [CE][Hive] :: Initializing of spawners done. 8:21:34 [CE][Hive] :: Init sequence finished. 8:21:35 [IdleMode] Entering IN - save processed
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Devs had long time ago mentioned about possibility of adding Skoda S1203 van as one of repairable vehicles in the game, but it never fully materliazed. In my opinion a van would be a great addition to the roster with it's slower speed and higher cargo capacity fitting between cars and the v3s. Ether S1203 or it's other eastern block cousin RAF - 2203 wouldn't look out of place in ether Cherno or Livonia, just like Praga V3S fire trucks are now outside every fire station, these vans would fit as destroyed ambulances outside hospitals for spare parts. Another suggestion, FN FNX45 feels too modern and out of place in the game, USP 45 would fit the timeline better. All they have to do is re-skin the weapon.
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Vehicles (vanilla+custom) does not spawn after database wipe.
Sid Debian replied to Bubbehn's topic in Servers
Solution is simple. Vehicles has cool down for event spawn. Resetting in types <restock> to 0 (zero) shall resolve the issue, also you shall delete types.bin, types.001 ... That will reset timeouts for spawns. -
For Experimental 1.28 testing give them all parts in cfgspawnabletypes.xml, but with 10% chance for headlights (for fun at night), and a canister of gas to get water easily : <!-- VEHICLES --> <type name="OffroadHatchback"> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CarRadiator" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CarBattery" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="SparkPlug" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_Driver" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_CoDriver" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackHood" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackTrunk" chance="1.00" /> </attachments> <cargo chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </cargo> </type> <type name="OffroadHatchback_Blue"> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackWheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CarRadiator" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="CarBattery" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="SparkPlug" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_Driver_Blue" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackDoors_CoDriver_Blue" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackHood_Blue" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HatchbackTrunk_Blue" chance="1.00" /> </attachments> <cargo chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </cargo> </type> <type name="OffroadHatchback_White"> <attachments chance="1.00"> <item 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name="Truck_01_Wheel" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_WheelDouble" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="TruckBattery" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="HeadlightH7" chance="0.10" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Hood_Orange" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_1_1_Orange" chance="1.00" /> </attachments> <attachments chance="1.00"> <item name="Truck_01_Door_2_1_Orange" chance="1.00" /> </attachments> <cargo chance="1.00"> <item name="CanisterGasoline" chance="1.00" /> </cargo> </type>
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¿Can the NVIDIA's PhysX and Flow open source code contribute to drastically improve the physics engine of Enfusion in DayZ?
Kuzyn. replied to dannyboyle's topic in General Discussion
"The environment has no destructible elements with physics" - false statement. It's just turned off and some mods re-enable it so you can destroy trees with heavy vehicles. Years ago it was possible to break down simple fences etc., devs were even showcasing pushing tables with cars and so on. And it was inherited from ARMA, where in DayZ mod you were able to take down entire house and turn it into ruins. Also we had ragdolls, volumetric clouds but everything was scrapped due to performance issues. -
[FRESH WIPE, Keycards] EndGameValley - PVP / MaxLoot / Keycards / NoTrader / NoRaid / 3pp
Adelin6308 posted a topic in Server Advertisement
Chernarus map with dynamic seasons (summer, autumn, winter) Communicate or teamup with people using the party and chat systems, bring your friends! Keycard rooms, Weekend raids, PVP, No trader and Survival focused Pristine economy, full vehicles, pristine repair, custom quality gear, guns and more! Big zombie hordes with custom skins, more animals and heli events Base supplies and gear for first time logging, no building restrictions. Fresh community and the admins are always present, ready to help and we will value your feedback! Thanks for checking us out and find out more details on discord! Server : EndGameValley - PVP / MaxLoot / Keycards / NoTrader / NoRaid / 3pp IP : 78.46.100.246 , Port : 7515 Discord : https://discord.gg/xKCNE9J5 -
(PC SERVER) Locked and Loaded chernarusplus |PVP| |VEHICLES| |TRADER| |BASEBUILDING| 193.25.252.66:2302 --------------------------------- JOIN DISCORD FOR RULES AND GUIDES [https://discord.com/invite/ytBwD4hfjH]
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Do you have what it take to survive the Zompocalypse? Can you scavenge the supplies you need to make it to the next day? Will you fight off the infected, or die trying? Nothing is given, everything is earned. Join VDEP, The Vanilla DayZ Experience Plus Xbox Server and find out! Lone wolves, Squads, and Factions welcomed! Make this server your server! Be what you want! Play how you want to play as long as you’re not toxic! Are you a Bandit, a Hero, a Survivor? Every life is a story, what’s yours? VDEP is a Vanilla+ Survival server with Dark Nights and MORE INFECTED. We offer a fresh take on the Vanilla Survival Experience, with a few QoL changes as well as some additions. We are a First Person (1PP) PvE/PvP server with 3 hour Days and 40 minute DARK nights, restarting every 3 hours. We only wipe every 3 months, providing a home for long term base building and extended survival game play. VDEP also features hand crafted lore and POIs unique to our server. These make up a new and different story for those who want a more immersive and optional lore driven experience. We look to create a unique, immersive, and diverse server while staying true to the Vanilla feel of DayZ. The VDEP team works to make the best possible Vanilla+ Survival server available! We are constantly working to improve our servers, offering our survivors an ever evolving VDEP. We are a fun, friendly, and interactive community for all types of players who are looking for that true Vanilla+ DayZ Survival Experience. We want to populate the server with mature people who like to have a good time and have fun! 32 slots can increase to more! Admin/Coder always looking to improve and update! Active Admin and Mod Team Mature Rated community There is no kill feed, There is no safe zone, There is no admin backed trader. Raid 24/7. Here's a few things VDEP offer: +Vehicles spawn fully built - just find water to fill the radiator! +Loot is vanilla condition - badly damaged to pristine loot to be found +Custom Loot Economy and Tiers - A unique CLE offers a progressive journey and balanced Vanilla and Hardcore survival gameplay. Slightly less food, military guns, and slightly more civilian guns, building supplies for example! +Unique Custom POIs - New locations exclusive to VDEP. Military, Civilian, and Horror Inspired locations to explore and discover! +Unique Server Lore - A unique and custom backstory to the server incorporating the custom POIs, offering details and insight to the secrets of the map. For those who enjoy a more immersive play. +VDEP Exclusive Survival Horror Experience 1 & 2 - In “Relics of the Old Ones” fight the cult, find the relics, save humanity! In the ALL NEW “Return of Akivasha” it’s up to you once again to save the world and your own soul! NOT FOR THE WEAK WILLED OR FAINT OF HEART! +Gas Zone Bunker - VDEP Exclusive Bunker Facility 237 has been exposed by artillery fire. Grab your NBC suit, find the keycard at Rify or Pavlovo MB, and discovered what Weyland-Yutani is trying to cover up. +More Zombies - Zombies are abundant. Where there’s one, there’s more. No easily running through towns. +Custom Zombies - Other than regular infected, you’re bound to run into Cult Members, Ghillies in the woods, members of the Press left behind, as well as more! +More Animals - As food dwindles, you’ll need to hunt the ever growing animal population to survive. Be warned tho; with more prey, come more predators. +Dark Nights - Afraid of the dark? You should be! +Stashed items dont affect the loot economy - Find it, stash it, find another! +Added Unreleased Items - Gun Attachments, Melee Weapons, Colored Gun Variants, and more! For a full list, as well as the Rules, join our discord! It’s not required but will help you enjoy everything VDEP has to offer! We have Punch and Pie! Search VDEP to find Vanilla DayZ Experience Plus https://discord.gg/SATQXKf75c
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Vehicles stucked at trains/helicrashes/convoys/etc
MEXICANO BELICO posted a question in Troubleshooting
Hi. My xbox server have the problem that some vehicles spawn stucked inside the events, as if they were loot, within trains, helicopters, or convoy trucks. Does anyone know how to fix it? HELP MEEEE PLEAAAAAAAASEEEEE!!! -
BS Survival | Map: Bitterroot | PVE | Hordes | Traders | Roaming AI |Hunting & Fishing
Tankanater45 posted a topic in Server Advertisement
Hello everyone I would like to invite you to the original BS survival We are a modded vanilla server that's growing very fast with the beautiful bitterroot Montana map This server has been modified to give a more realistic feel! New medical system New map system Terje Skills Drugs & Cannabis Bullet stacking Rag Base Building Hashima Islands We have all custom vehicles Custom weapons Custom locations We offer a survivors camp welcome to all We offer the grind Dayz should be but very rewarding for the time you spend on the server Come check us out on discord for more info on the server and to be apart of this growing community https://discord.gg/b3s4rqneDQ Or https://discord.gg/DFZ9w8rqsp -
US | PC | Arsteinen #1 [BSG] | Arsteinen | USA | PvPvE | SafeZones | Tons of shit
Craig Blackmon posted a topic in Server Advertisement
US | PC | Arsteinen #1 [BSG] | Arsteinen | USA | PvPvE | SafeZones | Tons of shit 24.155.116.40:2402 https://discord.gg/b4VVgTGxZr · Major hunting with over 35 unique custom animals! Or get hunted. · Major Fishing with over 35 unique fish | poles | hooks | Use the Fishing Boat to catch fish too! · Make animal mounts and rugs! Sell animal parts | meat | pelts | for money! · Make Honey, Farm Crops, Farm Pigs and Chickens for money! · Custom zombies that can be skinned for parts and money! · Custom weapons, plus the usual suspects. · Custom clothing, plus the usual suspects. · Custom vehicles, sports cars, military, government and more. · Drag Races, and yes, the races at the racing track! · UFCZ fight events, Title belts, trophies, prizes and more! · Air raids, Air drops, random shit flying around ::Cough:: Dragons ::Cough:: · Helis | Expansion, Arma 2, Sibnic · Boats | Expansion, RedFalcon, Sibnic, Custom · AirPlanes!!! Get into air dog fights with Real shooting Planes P51 Mustangs and more! · Armored Shooting tanks! · Animated Heli Crashes, Plus shoot down your own helis! · All building turned on plus bunkers, RaG Building, Custom Houses, Bunkers, Donator Anti Raid Bases | Many storage like Paragon storage. · Grow and sell drugs to the dealers, watch out for the Cops, Sherifs, Drug Dealers and DEAs. · Full DayZ Expansion experience. · PvPvE – Survive as long as you can living off the land. Make friends or stay alone, the story is yours! · Tons of QOL added to your experience! · 4 Hour restarts! · Too much to list! Rules and Help in the Discord. -
US | PC | Arsteinen #1 [BSG] | Arsteinen | USA | PvPvE | SafeZones | Tons of shit
Craig Blackmon posted a topic in Server Advertisement
US | PC | Arsteinen #1 [BSG] | Arsteinen | USA | PvPvE | SafeZones | Tons of shit 24.155.116.40:2402 https://discord.gg/b4VVgTGxZr · Major hunting with over 35 unique custom animals! Or get hunted. · Major Fishing with over 35 unique fish | poles | hooks | Use the Fishing Boat to catch fish too! · Make animal mounts and rugs! Sell animal parts | meat | pelts | for money! · Make Honey, Farm Crops, Farm Pigs and Chickens for money! · Custom zombies that can be skinned for parts and money! · Custom weapons, plus the usual suspects. · Custom clothing, plus the usual suspects. · Custom vehicles, sports cars, military, government and more. · Drag Races, and yes, the races at the racing track! · UFCZ fight events, Title belts, trophies, prizes and more! · Air raids, Air drops, random shit flying around ::Cough:: Dragons ::Cough:: · Helis | Expansion, Arma 2, Sibnic · Boats | Expansion, RedFalcon, Sibnic, Custom · AirPlanes!!! Get into air dog fights with Real shooting Planes P51 Mustangs and more! · Armored Shooting tanks! · Animated Heli Crashes, Plus shoot down your own helis! · All building turned on plus bunkers, RaG Building, Custom Houses, Bunkers, Donator Anti Raid Bases | Many storage like Paragon storage. · Grow and sell drugs to the dealers, watch out for the Cops, Sherifs, Drug Dealers and DEAs. · Full DayZ Expansion experience. · PvPvE – Survive as long as you can living off the land. Make friends or stay alone, the story is yours! · Tons of QOL added to your experience! · 4 Hour restarts! · Too much to list! Rules and Help in the Discord. -
Join the fight: https://discord.gg/forsakenpath Backup link: https://discord.gg/8fbPTgAqsp Forsaken Path is a PVE-focused survival server set in the frozen wilderness of Winter Chernarus, where the elements are harsh, and the world is alive with danger. With boosted loot, a trader, fully built cars, and custom areas, players can explore, build, and take on the most intense PVE bunkers on PlayStation. Increased zombie spawns and a thriving wildlife population make every journey an unpredictable challenge. Main Features Boosted Military Loot – Enjoy a rewarding survival experience. Trader System – Buy, sell, and trade to prepare for the challenges ahead. Fully Built Cars – Ready-to-drive vehicles make exploration easier. Custom Areas – Handcrafted locations, hidden loot spots, and unique challenges. Increased Zombies – More infected roaming the world, keeping you on your toes. Expanded Wildlife – More animals for hunting and survival. Base Building Encouraged – Create and fortify your home in the wasteland. Dynamic Events – Airdrops, crashed convoys, and hidden caches add excitement. Cold Weather Survival – Stay warm or risk freezing to death. Friendly Community & Active Admins – A welcoming server with fair, hands-off moderation. Join Us! Survive, build, trade, and take on the toughest bunkers in Winter Chernarus. Are you ready for the challenge?
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Well... Let's leave aside games that are too old, it was another generation, but on the Battlefield series I have never encountered problems like that... both in terms of connection to the servers (the launcher ping reflects the console hardware ping much better and, generally, is stable in both cases) and in terms of "character management" (when you have a high ping you only have a slight delay in actions and it is difficult to get shots in... but you don't have vehicles that jump or go into orbit). 🤔
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Law Enforcement So, there has been a great lack of Police/Militia vehicles that are used in the Czechoslovakian Socialist Republic/Soviet Union Era Aesthetic of DayZ, here are some suggestions! 1. A Militia/Police (Drivable) GAZ-24 Volga with a working light and siren. Due to the recent update, and an idea of mine coming to attention, I have realized that the red spinning light on the bunker is a retexture of the police car's light that you find on crashed police Volga (Shown below). Using the blue rotary light, this can be made into a function that would work when pressing a certain key or button, and the light would turn on with the siren. The fixed police model of this car would look something like this (With respectable "ПОЛИЦИЯ" or "ГМ" markings instead of the Czech "VB"): ---------------------------------------------------------------------------------------------------------------------------- 2. A Police VAZ-2121 4X4 (Drivable) with a light and siren. This would be a new version of police car using the in game named "ADA 4X4", this could be used for off-road police situations and scenarios for role-players as well as for dynamic police situations. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Fire and Medical Service Vehicles Within DayZ Standalone, there are absolutely no Ambulances or Firefighting vehicles, and this could be a problem for overall aspect of depth. For example, the crashed plane in the tower would most definitely have had emergency vehicles respond, as there are even firefighter infected on site, but no vehicles besides civilian, which are nearby. 1. The ZIL-131 (Drivable) Fire truck. This fire truck is probably the most iconic vehicles in history, as it serves historical significance when serving during the 1986 Chernobyl disaster. The paintjob will stay the same, but the city name on the door should be taken off and replaced with the country name, "Chernarus", so the firetrucks can be used anywhere in the Chernarus map. It will use the same rotary light affect in blue, and have the iconic whirl siren noise. Wrecked versions of these vehicles can spawn fire/NBC loot for the player. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2. A Praga V3S (Drivable) Fire truck. Using the same model with slight differences for the bed and also includes one blue rotary, and two red rotary lights on the top of the cab, it contains a firefighting bed as well. It would definitely replace the V3S's that are placed next to fire stations to increase depth. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 3. An RAF-2203 Ambulance. This ambulance would contain 4 seats, one of these seats are a bed that a player would lay on, but it would act as a seat. Two seats would be in the cab and driver area, and the last seat would be in the back near the bed seat. This would be used greatly by role-players that need to transport injured or critically injured players to certain locations. It would contain one blue rotary light and two sirens. Crashed versions of these could also spawn medical loot. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I hope this post gets some attention, as I feel that this would be important for the role-playing community of DayZ Standalone, and not only that, but for the overall immersion of the game could be greatly increased if these vehicles would be added. Thank you!
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(PC SERVER) Locked and Loaded chernarusplus |PVP| |VEHICLES| |TRADER| |BASEBUILDING| 193.25.252.66:2302 --------------------------------- WILL BE HOLDING AN EVENT ON SUNDAY 30/03/2025 @16.00 GMT 2 ADMINS IN A VEHICLE DRIVING AROUND THE MAP WITH A VEHICLE FULLY LOADED WITH GEAR ANYONE TO KILL THEM GETS THE VEHICLE AND ITS CONTENTS JOIN DISCORD FOR RULES AND GUIDES [https://discord.com/invite/ytBwD4hfjH]
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Hellscape| Brutal HC| No Mercy| 1PP PvEvP| Adaptive AI
TrojanWarriorFTQ replied to TrojanWarriorFTQ's topic in Server Advertisement
Added HELLSCAPE GAME LOOP 1. Spawning & Scavenging Zen's Immersive Login ensures an atmospheric entry into the world. The day cycle is slowed, offering extended daylight. For every seven days, only one will be a night, making nighttime a rarer event. Survival starts tough. Food, medicine, and supplies are rare. The coast is your best chance to find essentials; remastered infected loot often holds what you need. Player food and water values are higher than those in vanilla, making hunger and thirst less of an immediate concern; however, Zen's Repairable Wells limit water only when they are fixed. 2. Early Survival Your next steps depend on experience or luck. Finding a sharp tool determines your fate. Crafting rags, rope, and a bag is essential. The coast is your best chance to find essentials for moving inland, and remastered infected loot often holds what you need. The PvZmoD Customizable Zombies and Spawn System ensures that no two encounters are identical. There are far fewer infected at night. Be prepared for dynamic infected behaviours, varied threats, and unpredictable challenges. 3. Moving Inland Food grows scarcer away from the coast, so you must hunt. As danger increases, so does the quality of loot: better clothing, medicine, and gear. Civilian areas rarely have weapons, but police and military zones and exclusive locations hold your best chances. RUSForma Vehicles are scattered throughout the region, providing transportation options for those who wish to travel quickly. However, CJ187-RandomFuelStations randomises fuel amounts in gas stations. A map, GPS device, and pen will aid your navigation. 4. Combat & Defence Most players are friendly, but adaptive AI from DayZ-Dynamic-AI-Addon roams the land. Their response depends on your actions and the lore of their faction. Be wary; not all survivors have two legs. Tactical Flava, Morty's & sGunplay overhauls weapon attachment perks and handling for a true combat experience. Better-Snap-Sounds and GoreZ enhance immersion, making every firefight feel more intense. 5. Gearing Up TF: Truenames changes all items to their IRL names. Chernarus remains a former Soviet republic, so expect Eastern clothing, gear, and weaponry over Western. However, Western lore unfolds at coastal checkpoints, dynamic events, and exclusive lore locations. Item rarity is carefully balanced, making every piece of gear a strategic choice. Survival is a moment-by-moment decision-making process. Carry what you need, adapt to what you find, scavenge from the infected, and be prepared to fight for better equipment. 6. Building a Base Survivors can carefully select locations to build underground bases. Set up shelters along your favourite routes or camp in the woods. All containers and stashes persist for 45 days. Storage hubs become meeting spots for survivors, and notes leave behind valuable intel. 7. Player Interaction Use global chat, radios, or notes to connect. Hellscape encourages the organic player-driven experience. Team up, arrange a trade, or lure them into a trap. How you communicate shapes your survival. 8. High-Risk, High-Reward Exclusive locations, some only accessible by boat, hold rare loot and greater dangers. Locked shipping container keys are rare, and their contents cannot be found elsewhere. AI defenders may carry unique weapons, making every encounter a potentially high-value fight. -
It would be amazing if survivors could use the vehicle turrets in both the Humvee and M3S Truck like showcased in the DayZ Live Action Trailer, which always amps me up to play! DayZ Live Action Trailer Similarly, passengers in civilian vehicles should also have the option to shoot pistols inside the vehicle or sit out on the door window to use a longarm rifle. Driving survivors can easily be ambushed with no way to defend themselves from a firefight the way the gamer is now. -Cheers
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It took quite a bit of effort, but I made it. Had to do some serious portaging, pushing the boat around a few narrow spots between the rocks. Speaking of rocks…it would be nice if the devs tweaked the way boats interact with rocks. If you even touch some of them the boat starts jumping all around uncontrollably, sometimes flipping it over. IIRC, this was a feature added awhile back to help prevent high centering vehicles and getting them stuck. It’s probably safe to remove that behavior from boats to make them behave in a more stable manner. Speaking of flipping boats over…it would be nice if there was an easy way to flip an upside down boat back upright. My boat got flipped over by the rocks a few times on my trip to the dam. I had to push it around onto the rocks letting it get randomly tossed around until it finally got flipped back over. The boats are a great addition to the game. It would be really awesome if you made the rivers truly navigable by boat. It wouldn’t take much, at least for the river on the western edge of the Chernarus map. If you fixed the rocks tossing the boat around issue, then there would only be a couple of places too narrow for the boat to get through. If you go fast enough, you can make it over the downed trees and several of the rocky crossings. There are also a couple spots where it’s too shallow, but that’s okay, you just have to get out and push a little. However, if you could make the river about a foot deeper it would make things a lot easier. Having a navigable river leading inland would open up all kinds of amazing new game play possibilities.
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(PC SERVER) Locked and Loaded chernarusplus |PVP| |VEHICLES| |TRADER| |BASEBUILDING| 193.25.252.66:2302 --------------------------------- JOIN DISCORD FOR RULES AND GUIDES [https://discord.com/invite/ytBwD4hfjH]
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Checkout some of our ingame content! https://www.youtube.com/watch?v=ocZCXba3qGw https://www.youtube.com/watch?v=12tOYCfMTeA https://www.youtube.com/watch?v=ICVnnQlA57o Rizen [Fresh Wipe 12/9/2022] Custom Arsenal| PVP| 10 max| Dogs | Warzone | Custom PVP Map Edits| Airdrops| Discord: https://discord.gg/rizendayz R I Z E N |War Zone PVP Trader| Custom Coin and Gold Bar Currency| Custom Creatures| Challenging Gauntlets “The Labs”| Sleeping Bag Base Spawn| Air Drops| KOTH| Keycards| Mystery Box| Cannabis and Cocaine| Breach Charge Door Raid Only| Custom Map Locations both Military and Non-Military| Custom Armor and Weapons| Tactical Flava and SNAFU| Armored Vehicles and Sports Cars| 1PP w/ Vehicle 3PP| Wide Selection of Helicopters| BBP Building Mod T1/2/3| Starting Money| Our server breathes life into both PVP and PVE. Face off other players in bounties and open world PVP collecting dog tags and grinding coin. Trade your tags and coins into the warzone exchange for gold bars. Transport your gold bars to the warzone vendor for our top tier guns and armor. Recruit your own Canine Companion, Build a Base, Survive and Thrive! While exploring, enjoy our many new customized areas on the map and get your hands on a uniquely customized selection of weapons and armor. More of a pve'r, great!, we have a custom gauntlet styled LABS where you will face the servers fiercest AI. Fight your way through to unlock crate rooms packed with prizes. What are you waiting for! Join today and explore Chernarus
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I feel this could have a great impact on the game for new and seasoned players. Will put a greater emphasis on inventory management and forcing the player to be more selective aroubd what weapons are used/carried instead of simply picking up everything. Edit: Reason for request is to create an added layer of challenge. Benefits: 1. Essentially creates a similar management cycle to vehicles (rifle, ammo, sling = wheels, battery, radiator). Now imagine those situations where you have a car but need to search for a radiator and apply the same concept to your weapons. This could lead to more player interaction as it forces the player back into high traffic areas to look for sling resources. 2. It wont be so easy to carry bulk weapons hopefully meaning more for the rest of us 😂. 3. More gun shots due to folks hunting animals for guts for rope or hide for leather. 4. Finding weapons randomly dropped by players on purpose or accidentally because the sling has ruined and dropped off their back without realising. 5. Just that extra layer of difficulty/challenge for the veteran players. Item degradation: Perhaps the same as footwear? Degradation based on distance travelled? Or based on how oftwn the weapon is used?
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Devs had long time ago mentioned about possibility of adding Skoda S1203 van as one of repairable vehicles in the game, but it never fully materliazed. In my opinion a van would be a great addition to the roster with it's slower speed and higher cargo capacity fitting between cars and the v3s. Ether S1203 or it's other eastern block cousin RAF - 2203 wouldn't look out of place in ether Cherno or Livonia, just like Praga V3S fire trucks are now outside every fire station, these vans would fit as destroyed ambulances outside hospitals for spare parts. Another suggestion, FN FNX45 feels too modern and out of place in the game, USP 45 would fit the timeline better. All they have to do is re-skin the weapon.
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About greater movement option on the map without motor vehicles.
Matheus1111 posted a topic in Suggestions
create a small craftable train that can be attached to the train track and removable after use, it is also possible to add space in the train with craftable bags that can be added to the train to carry more loot https://imgur.com/a/vTyvG8o Project