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bustedparts

Started a new server , have questions

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So I started a new server on a hosting service. I added the few mods that my friends wanted and now I am left to fix the loot . So I am assuming that when you load a weapon mod it does not automatically add the loot to the loot table. I have found loads of information on editing the current loot table but I have found nothing on adding to the loot table. I was hoping it would be easy as adding the types.xml from the mods folder to the db but that didnt seem to work. So I see tons of servers out there spawning this loot. What am I doing wrong? 

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5 hours ago, bustedparts said:

So I started a new server on a hosting service. I added the few mods that my friends wanted and now I am left to fix the loot . So I am assuming that when you load a weapon mod it does not automatically add the loot to the loot table. I have found loads of information on editing the current loot table but I have found nothing on adding to the loot table. I was hoping it would be easy as adding the types.xml from the mods folder to the db but that didnt seem to work. So I see tons of servers out there spawning this loot. What am I doing wrong? 

You would edit the types.xml and add the names of the loot in there.  Assuming there are adequate loot spaces in the world to spawn this new loot, the Central Economy over time should start spawning it in the world, based mostly on the nominal values of the loot you added.  Depending on the map though, you're going to have to make adjustments to the amount of loot being spawned.  Look in your server's .RPT files for the word overtime.  If that value is greater than zero, it means the CE is struggling to place certain items (they will be listed in the RPT file as well).

So, for example, I use the Land Rover Defender vehicle mod on my server and in my types.xml file, I have this:

    <type name="Defender110_dver_1_1">
        <nominal>5</nominal>
        <lifetime>2700</lifetime>
        <restock>0</restock>
        <min>0</min>
        <quantmin>-1</quantmin>
        <quantmax>-1</quantmax>
        <cost>100</cost>
        <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/>
        <category name="vehiclesparts"/>
        <tag name="floor"/>
        <usage name="Industrial"/>
    </type>

This particular item is the driver's front door and as you can see, I have the nominal set to 5, meaning ideally, the CE is going to make sure there are always 5 Defender front doors available to loot somewhere within industrial areas of the map.  Again though, this assumes there are open spaces in the world to place these new things.  If there aren't, they may not show up.  In that case, you'd have to lower nominal values of other industrial loot to make room for these new doors.

Make sense?

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While drgullen's answer is correct, there may be a simpler system before getting to his details.  Does your weapons mod, in its folders, have a 'types.xml' file and a 'cfgspawnabletypes.xml' file (or some variation of those names)?  If so, it is EASIER to keep those files and the information held therein SEPARATELY.  Here's how:

1. Create a folder in your specific mission folder (e.g. dayzOffline.chernarusplus) with the name of the mod.  For example, I have FOX WEAPONS on my server.  I created a 'FoxWeapons' folder.

2. Edit the 'cfgeconomycore.xml' file and add these lines right after the '<classes>...</classes>' section (I'm using the example of FOX Weapons here):

<ce folder="FoxWeapons">
        <file name="FOX_types.xml" type="types" />
        <file name="FOX_cfgspawnabletypes.xml" type="spawnabletypes" />
</ce>

 

Make sure you copy the two files mentioned above to that folder.  FOX WEAPONS, for example, provided those two files in its mod folder.

This all makes it easier to manage new mods without having to go through a growing list of lines in the main 'types.xml' file.  Then you can manage individual spawns according to drgullen's explanation in these mod-specific types and cfgspawnabletypes files.

Hope this helps.

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