boxman80 964 Posted January 29, 2013 Hi, can anyone point me in the right direction for a guide or set of instructions as to what files I need to look at for changing/locking/unlocking vehilces on a private hive server?Thanks in advance. Share this post Link to post Share on other sites
V2_Danny 48 Posted January 29, 2013 (edited) I do know how to do in on a DayZ.st private hive, but i do not know where you have your hive. On DayZ.st you get a map where its just a right click to add and delete spawns on the map. If you want to add vehicles outside of what the server offers when you buy it, you need to go to the servers database and manually script it in (or thats the only way i know how to do it). As for the specific files it depends on the vehicles, and i am not 100% on how it works. Try google, im sure there are guides somewhere out there. Edited January 29, 2013 by V2_Danny 1 Share this post Link to post Share on other sites
Allie (DayZ) 97 Posted January 29, 2013 (edited) 3 tables are important for vehicle spawns :1) "object_classes" table, this is the list with allowed vehicles to spawn(do not know if this is also the so called "dayz locked" vehicles), i do know that any vehicle you want to spawn in has to be in the classes table.2) "object_spawns" table, this table hold ALL data to spawn a vehicle, this list has all spawnpoints of all vehicles. ( if you want to spawn 2 UH1, the "object_classes" needs to have an entry for a UH1, and the "object_spawn" needs to have 2 entries for a UH1, each with a different spawn location)3) "object_data". this table are the actual spawned vehicles that will be read by the server and placed on the map in the server. This table is created true a script, each time the database is restarted it will check this list and if not available or changed it will respawn the vehicles again.If you are using this private hive version : http://www.tunngle.n...pdated/ ,the script is a "procedure" inside the database, it is called "pmain"And looks like this :# maximum number of INSTANCE id's USED.#-----------------------------------------------DECLARE sInstance VARCHAR(8) DEFAULT 391;#-----------------------------------------------#maximum number of vehicles allowed !!! theoretical max. amount#-----------------------------------------------DECLARE iVehSpawnMax INT DEFAULT 100;#-----------------------------------------------# DECLARE iVehSpawnMin INT DEFAULT 0; #ToDo !!!DECLARE iTimeoutMax INT DEFAULT 250; #number of loops before timeoutDECLARE iTimeout INT DEFAULT 0; #internal counter for loops done; used to prevent infinite loops - DO NOT CHANGEDECLARE iNumVehExisting INT DEFAULT 0; #internal counter for already existing vehicles - DO NOT CHANGEDECLARE iNumClassExisting INT DEFAULT 0; #internal counter for already existing class types - DO NOT CHANGEDECLARE i INT DEFAULT 1; #internal counter for vehicles spawns - DO NOT CHANGE#Starts CleanupCALL pCleanup();SELECT COUNT(*) #retrieve the amount of already spawned vehicles...INTO iNumVehExistingFROM object_dataWHERE Instance = sInstanceAND Classname != '-' #exclude dummysAND Classname != 'Hedgehog_DZ' #exclude hedgehogAND Classname != 'Wire_cat1' #exclude wirecatAND Classname != 'Sandbag1_DZ' #exclude SanbagAND Classname != 'TrapBear' #exclude trapAND Classname != 'TentStorage'; #exclude TentStorageWHILE (iNumVehExisting < iVehSpawnMax) DO #loop until maximum amount of vehicles is reached#select a random vehicle classSELECT Classname, Chance, MaxNum, DamageINTO @rsClassname, @rsChance, @rsMaxNum, @rsDamageFROM object_classes ORDER BY RAND() LIMIT 1;#count number of same class already spawnedSELECT COUNT(*)INTO iNumClassExistingFROM object_dataWHERE Instance = sInstanceAND Classname = @rsClassname;IF (iNumClassExisting < @rsMaxNum) THENIF (rndspawn(@rschance) = 1) THENINSERT INTO object_data (ObjectUID, Instance, Classname, Damage, CharacterID, Worldspace, Inventory, Hitpoints, Fuel, Datestamp)SELECT ObjectUID, sInstance, Classname, RAND(@rsDamage), '0', Worldspace, Inventory, Hitpoints, RAND(1), SYSDATE()FROM object_spawnsWHERE Classname = @rsClassnameAND NOT ObjectUID IN (select objectuid from object_data where instance = sInstance)ORDER BY RAND()LIMIT 0, 1;SELECT COUNT(*)INTO iNumVehExistingFROM object_dataWHERE Instance = sInstanceAND Classname != '-' #exclude dummysAND Classname != 'Hedgehog_DZ' #exclude hedgehogAND Classname != 'Wire_cat1' #exclude wirecatAND Classname != 'Sandbag1_DZ' #exclude SanbagAND Classname != 'TrapBear' #exclude trapAND Classname != 'TentStorage'; #exclude TentStorage#update number of same class already spawnedSELECT COUNT(*)INTO iNumClassExistingFROM object_dataWHERE Instance = sInstanceAND Classname = @rsClassname;END IF;END IF;SET iTimeout = iTimeout + 1; #raise timeout counterIF (iTimeout >= iTimeoutMax) THENSET iNumVehExisting = iVehSpawnMax;END IF;END WHILE;SET i = i + 1;Hope this helps you on the way.PS: Locked stuff is done true the "dayz_anim.pbo" it is "hardcoded" in !! Edited January 30, 2013 by Allie 1 Share this post Link to post Share on other sites
boxman80 964 Posted January 29, 2013 3 tables are important for vehicle spawns :1) "object_classes" table, this is the list with allowed vehicles to spawn(do not know if this is also the so called "dayz locked" vehicles), i do know that any vehicle you want to spawn in has to be in the classes table.2) "object_spawns" table, this table hold ALL data to spawn a vehicle, this list has all spawnpoints of all vehicles. ( if you want to spawn 2 UH1, the "object_classes" needs to have an entry for a UH1, and the "object_spawn" needs to have 2 entries for a UH1, each with a different spawn location)3) "object_data". this table are the actual spawned vehicles that will be read by the server and placed on the map in the server. This table is created true a script, each time the database is restarted it will check this list and if not available or changed it will respawn the vehicles again.If you are using this private hive version : http://www.tunngle.n...pdated/ ,the script is a "procedure" inside the database, it is called "pmain"And looks like this :Hope this helps you on the way.Thanks man, much appreciated. Share this post Link to post Share on other sites