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Vehicles spaws in all events : HELP 😅

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Hello everyone !

 

Here is my problem : in all types of events, I have vehicles that spawn as items (stuck in wagons for example).

 

- I checked the types.xml X times and for all vehicles : Nominal 0 / min-max 0.

- I deleted my types.xml, re-injected the original one, re-modified the original one without touching the vehicles.

 

So that you can view the types.xml, an exemple with Hummer :

<type name="Offroad_02">

        <nominal>0</nominal>

        <lifetime>3</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"/>

    </type>

 

And here an example of events.xml :

 

<event name="VehicleOffroad02">

        <nominal>15</nominal>

        <min>15</min>

        <max>15</max>

        <lifetime>300</lifetime>

        <restock>0</restock>

        <saferadius>20</saferadius>

        <distanceradius>50</distanceradius>

        <cleanupradius>200</cleanupradius>

        <flags deletable="0" init_random="0" remove_damaged="1"/>

        <position>fixed</position>

        <limit>mixed</limit>

        <active>1</active>

        <children>

            <child lootmax="0" lootmin="0" max="30" min="30" type="Offroad_02"/>

        </children>

    </event>

 

If you have a solution I'm interested, thank you very much !

  • Beans 1

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From what you describe, at first glance, it shouldn't create generations inside events.
What seems "weird" to me (but I don't know the effects of this), is that:
*) You have the same number for "nominal", "min" & "max"; but this shouldn't be a problem.
*) You have an exaggerated number of "<child>", much more than the vehicle's generation number. "<child>" should be used to "distribute" the generation of objects between multiple "sub-types" of the same object (vehicle red, vehicle black, blue vehicle). Even if in theory it shouldn't have any effect, but... considering that DayZ is DayZ (even the one that is set correctly, sometime, works badly...), maybe it generates "weird" effects.
But these are all "very imaginative hypotheses"
What I can advise you is:
*) Make the changes 1x1 and check each time the possible effects... if you are not more than sure of what you are going to change.
*) Always keep a copy of the originals, always edit copies, make edited copies with a "progressive name" for each single change you make (for each different file).
*) Keep a text file with the list of all the changes... when you have a lot of them, you risk not remembering all the changes you made (it happens to me, but if you have an iron memory, maybe you don't need it).
I also save different versions of the mission folder... so I can start different types of servers without changing any changes.
In addition to always backing up everything.
*) always check the XML files with an online syntax checker, making a typo is too easy and, at the same time, difficult to find by yourself:
I can recommend:
www.xmlvalidation.com
www.truugo.com/xml_validator
codebeautify.org/xmlvalidator

Try to restore to the previously working situation (hoping you saved the files) and redo the last changes 1x1 and check the effects.

If you find the problem, post it below, maybe you can help someone else with the same problem.

😉

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Also I can suggest you about checking of types, eventsspawns and events.

Maybe you had messed the xmls somewhere...

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