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Custom building & lootspawn in vanilla mission

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Hey,
I used the COM-Tool (Offline Tool) for spawning Tents and Buildings to Military Bases.
After i forced my server to give me a new export xml's i did replace them.

Now items do spawn, but its not military loot only. It seems like everything is just
spawning randomly. Like: Car Wheel, Shirts, Guns, Hunter Jackets... etc.

How can i make my tents & buildings spawn military loot only?
(I only spawned military buildings)

The second issue i have:
Some of the spawned tents/buildings are flickering/clipping... (sometime you can see through)
How can i fix this?

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You only needed to copy the mapgrouppos.xml the mapgroupproto.xml from the export is not defining the category of loot and sets all to default replace the mapgroupproto.xml with a fresh one from steam and it will be back to normal

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On 8.12.2018 at 8:27 PM, K3l3g said:

Hey,
I used the COM-Tool (Offline Tool) for spawning Tents and Buildings to Military Bases.
 

How did u do this ?

over the init ? addon ?

Because im stuck here  ->  

 

 

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Init.c or an add-on it's works the same way just put the exported code on the main function

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3 hours ago, Sy8282 said:

Init.c or an add-on it's works the same way just put the exported code on the main function

Can u drop me a piece from your init here ? this would be very nice...

Thanks!

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//Spawn helper function
void SpawnObject( string type, vector position, vector orientation )
{
    auto obj = GetGame().CreateObject( type, position );
    obj.SetPosition( position );
    obj.SetOrientation( orientation );
    //Force collision update
    vector roll = obj.GetOrientation();
    roll [ 2 ] = roll [ 2 ] - 1;
    obj.SetOrientation( roll );
    roll [ 2 ] = roll [ 2 ] + 1;
    obj.SetOrientation( roll );
}
void main()
{
    //INIT WEATHER BEFORE ECONOMY INIT------------------------
    Weather weather = g_Game.GetWeather();

    weather.MissionWeather(false);    // false = use weather controller from Weather.c

    weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0);
    weather.GetRain().Set( 0, 0, 1);
    weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0);

    //INIT ECONOMY--------------------------------------
    Hive ce = CreateHive();
    if ( ce )
        ce.InitOffline();

    //DATE RESET AFTER ECONOMY INIT-------------------------
    int year;
    int month;
    int day;
    int hour;
    int minute;

    GetGame().GetWorld().GetDate(year, month, day, hour, minute);

    if (((month <= 9) && (day < 20)) || ((month >= 10) && (day > 20)))
    {
        month = 9;
        day = 20;
        
        GetGame().GetWorld().SetDate(year, month, day, hour, minute);
    }
    
            SpawnObject("Land_Mil_Barracks1", "9108.145508 386.995789 9210.332031", "0.000000 0.000000 -0.000000");
            SpawnObject("Land_Mil_Barracks1", "9108.466797 386.907684 9197.928711", "0.000000 0.000000 0.000000");
            SpawnObject("Land_Mil_Barracks1", "9108.591797 386.746613 9185.626953", "0.000000 0.000000 0.000000");

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Thank u!

Btw...i placed 2 ponds with the init on the map...remove one out of the files and restart ...but this dont make a difference.

Still 2 ponds on the map...

I think parts from the map and the weather are stored in the persistence files....

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10 hours ago, Fun Automat said:

Thank u!

Btw...i placed 2 ponds with the init on the map...remove one out of the files and restart ...but this dont make a difference.

Still 2 ponds on the map...

I think parts from the map and the weather are stored in the persistence files....

Yes, delete Events.bin in your storage folder and it works. The server creates a new one on startup.

Edited by G_M_styler_M
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