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kmiles1990

Luber Piles

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How do you refresh the lumber piles on the server? They get down to 0 and disappear and do NOT respawn in that place on server restart.

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13 minutes ago, kmiles1990 said:

How do you refresh the lumber piles on the server? They get down to 0 and disappear and do NOT respawn in that place on server restart.

Sounds like lumber piles could be a dynamic event - similar to heli crash sites and police car spawns. Perhaps look at /mpmissions/dayzOffline.chernarusplus/cfgeventspawn.xml 

This ( cfgeventspawn.xml ) may have a list of all possible spawn locations. Remember you can likely delete/add new locations (if it is indeed a dynamic event) and also increase the nominal amount of these dynamic events that occur after each restart. Hope this helps! Good luck!

Edited by Fester808

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49 minutes ago, Fester808 said:

Sounds like lumber piles could be a dynamic event - similar to heli crash sites and police car spawns. Perhaps look at /mpmissions/dayzOffline.chernarusplus/cfgeventspawn.xml 

This ( cfgeventspawn.xml ) may have a list of all possible spawn locations. Remember you can likely delete/add new locations (if it is indeed a dynamic event) and also increase the nominal amount of these dynamic events that occur after each restart. Hope this helps! Good luck!

Not sure if a dynamic event supposed to be despawn at restart but a server restarted twice (guess it crashed) in quick succession and the lumber pile was still there still showed 72/84.

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19 minutes ago, IMT said:

Not sure if a dynamic event supposed to be despawn at restart but a server restarted twice (guess it crashed) in quick succession and the lumber pile was still there still showed 72/84.

Could perhaps have a function to not despawn until empty in the events.xml. I’m not at my desk so can’t investigate unfortunately.

Edited by Fester808

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<event name="ItemPlanks">
        <waves>0</waves>
        <nominal>50</nominal>
        <min>40</min>
        <max>50</max>
        <lifetime>7200</lifetime>
        <restock>0</restock>
        <saferadius>100</saferadius>
        <distanceradius>250</distanceradius>
        <cleanupradius>100</cleanupradius>
        <flags deletable="0" init_random="0" remove_damaged="0" sec_spawner="0"/>
        <position>fixed</position>
        <limit>mixed</limit>
        <active>1</active>
        <children>
            <child lootmax="0" lootmin="0" max="50" min="30" type="PileOfWoodenPlanks"/>
        </children>
    </event>

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2 hours ago, kmiles1990 said:

Do I need to set restock to 1?

 

I would play around with it and then post your results to help others. This new ‘event’ has only just been implemented and people’s knowledge will be limited. 

Do not change restock to 1 - it’s not an on/off feature, it’s how long (in seconds) something will be out before respawning, after being idle, only restocks when nominal > min. 1800 = 30 minutes.

This should help with some of the events.xml definitions.

nominal       How many items should spawn on the map, effects restock      0 = no spawn

lifetime      How long (in seconds) something will be out before despawning, after being idle     3600 = 1 hour, 3888000 = until server restart

restock      How long (in seconds) something will be out before respawning, after being idle      only restocks when nominal > min. 1800 = 30 minutes

min      Minimum count of item on map, effected by nominal        100 is average, above or below accordingly

quantmin      Percentage of minimum amount of item there is (in stack)        0 - 100%, magazines, water bottle fullness

quantmax      Percentage of maximum amount of item there is (in stack)       0 - 100%, magazines, water bottle fullness

cost     Priority during restock and cleanup       0 -100

flags     Attributes if the item is available in map, by craft, or in cargo      crafted="1"

category     Loot category for spawn locations to choose from       Links to mapgroupproto.xml for loot locations

tag     Loot "location" within the group - only 1 per item       name="shelves", name="floor"

usage      Loot "groups" that can spawn the item - multiple per item       name="Military", name="Town", name="Industrial"

value      Rarity

Hop this helps! 

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4 minutes ago, Fester808 said:

I would play around with it and then post your results to help others. This new ‘event’ has only just been implemented and people’s knowledge will be limited. 

Do not change restock to 1 - it’s not an on/off feature, it’s how long (in seconds) something will be out before respawning, after being idle, only restocks when nominal > min. 1800 = 30 minutes.

This should help with some of the events.xml definitions.

nominal       How many items should spawn on the map, effects restock      0 = no spawn

lifetime      How long (in seconds) something will be out before despawning, after being idle     3600 = 1 hour, 3888000 = until server restart

restock      How long (in seconds) something will be out before respawning, after being idle      only restocks when nominal > min. 1800 = 30 minutes

min      Minimum count of item on map, effected by nominal        100 is average, above or below accordingly

quantmin      Percentage of minimum amount of item there is (in stack)        0 - 100%, magazines, water bottle fullness

quantmax      Percentage of maximum amount of item there is (in stack)       0 - 100%, magazines, water bottle fullness

cost     Priority during restock and cleanup       0 -100

flags     Attributes if the item is available in map, by craft, or in cargo      crafted="1"

category     Loot category for spawn locations to choose from       Links to mapgroupproto.xml for loot locations

tag     Loot "location" within the group - only 1 per item       name="shelves", name="floor"

usage      Loot "groups" that can spawn the item - multiple per item       name="Military", name="Town", name="Industrial"

value      Rarity

Hop this helps! 

Thanks, this helps.

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i have added more spawn points for lumber piles and there perm so there always there now on the points i added them around the map as they dont clase as a event :)

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