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Target Practice (DayZ)

Woodpiles next to houses - can they be interactive?

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This came to me earlier - in a situation that I feel reflects the loot balancing issues with the mod rather perfectly at the moment, I'd ended up in a situation where I had two high-grade military assault weapons but couldn't find a wood axe for the life of me, so I couldn't make a fire to boil water and stay alive, but I could quite happily hose down as many players as I felt like.

 

Anyway, point is, whilst working my way through one of the small collections of houses between towns, I stumbled across a house with a woodpile built into the back of it. A huge-ass stack of wood just sat there doing nothing. But I couldn't interact with it in any way, and that felt like a real missed opportunity. A similar example would be the 'axe stuck in the tree stump' object that I'm sure we've all seen from time to time and thought 'man, I could really use that axe right now'. Is there a reason we can't?

 

I have no idea how possible this is - I would assume that 'house' objects are just pre-made and therefore the ability to interact with specific parts of them is pretty limited, but for me this would be a really nice touch if it was possible - there's nothing more immersion-breaking in a game than seeing something that you need that's been put in the game world, but because no-one thought to make it usable, you can't actually take it or use it.

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More than likely that it's possible to do, but how exactly would you want to do it? Just giving a "Gear"-option when you're near the house? People will complain about losing their gear, because they will just put stuff in the house ;-)

 

 

You could alternatively manually add woodpiles around said house that would be spawned in everytime the server restarts, just like you would create custom buildings on a server. That way you could theoretically pick them up.

Edited by kichilron

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Well, I was thinking just use the same method they use for chopping wood near trees. Once you get near a wood pile, the 'take wood' option appears, you middle-click and the wood appears in your inventory. No need to access the gear menu, and since people rarely ever need more than one pile of wood at a time and it's only used for fires, it's not like there'd be any real drawback to having it as an infinite wood generator. :p

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I see no reasons why not. You can already gather resources from objects, eg: water from ponds, wood from trees, planks from fences so would likely just need to be configured when they get time.

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Yeah, my only worry is that I'm assuming houses are classed as one 'object', and that presumably the woodpiles next to them are considered part of that object, so it depends if it's possible for only a specific 'part' of an object to be interactive (IE, you don't want players to get the option to 'take wood' when they walk past the front door of the house in question).

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I tried to make them interactive once when i was dicking around with code, no luck :( 

 

if they where mission objects i could but there actually built into chernarus, im sure there is a way you can do it but it cant be done by the standard "self action"

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If the piles or let's say the items would disappear after beeing taken away i am all for this. There is nothing more disappointing than running to a stack of wood and the action menu doesn't pop up because all wood piles have been taken although it's still visible. They would have to create loot piles of wood and stack them so they look like what they do now.

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Yeah this is a good suggestion... would anyone happen to know the classname of the object?

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Yeah this is a good suggestion... would anyone happen to know the classname of the object?

 

Axe_woodblock 

 

7865402_orig.jpg

 

and

 

Pile_of_wood

 

5005685_orig.jpg

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