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Private hive with custom loot table

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Hi,

Can anyone point me to right direction about doing loot tables for private hives without need to modify client files? I know client files send server commands which weapons spawns where and server just does what is told. There are servers like zombies.nu which does not require download of custom client side files. They have added new weapons and removed some old ones. Does anyone have idea how it is done without modifying clients files?

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If its Vilayer, Then you are unable to change the loot / start up gear :)

- Don't know about the others,

Google seach maybe?

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Tried to google for solution but there is so much DayZ related hits that its hard to find what you are looking for. Mostly you just find rant about hackers no matter what search terms you use.

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You have to unpack the Server.pbo and edit what you want in it, to create the loot you want.

But you can only "implement" weapons that are not banned in DayZ.

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You have to unpack the Server.pbo and edit what you want in it, to create the loot you want.

But you can only "implement" weapons that are not banned in DayZ.

or edit the dayz_anim and remove the banned weapons then implement them through the server.pbo :P

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Edit the DayZ_Anim file like Lewis stated. Remove the banned items you wish to implement.

Edit the DayZ_Code file, within there should be CfgLoot & CfgLootTable or some shit. Open it up and assign those items and its probability to its respective 'loot zone'.

Repack, distribute to client and server.

Bam, new itms.

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If its Vilayer, Then you are unable to change the loot / start up gear :)

- Don't know about the others,

Google seach maybe?

Are you sure Vilayer does'nt work?

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Edit the DayZ_Anim file like Lewis stated. Remove the banned items you wish to implement.

Edit the DayZ_Code file, within there should be CfgLoot & CfgLootTable or some shit. Open it up and assign those items and its probability to its respective 'loot zone'.

Repack, distribute to client and server.

Bam, new itms.

Not sure if this will work. I've tried similar things with AI Units and they don't show up for people without the modified client files... however they will kill players that don't have the modified files. In order for someone to see the items/units/vehicles, they Have to have the modified files, so this probably won't work Mac. I'll test it when I get home and verify the same rules apply for items. I'm pretty sure it does, since banned building types don't appear for players without a modified client file.

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I would be really interested in this as well...

Now if we edit this stuff and implement it into our server.. Does the clients need to download the modified files as well or just the server?

All I want is to reduce some of the stuff that spawns and add some new guns in that are not banned...

But I want to keep it where clients wont need to install anything

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@TheNinja After I get home and test a couple things, I might have an answer for you. But I'm sure someone else on this forum has already done this though, so maybe I should just let them give you a better answer.

Also, in my experience, players would have to download files for anything that's been banned, setup in a config.bin or is an animation/graphic/sound change to the game. Code can be re-compiled on server startup to bypass client file code.

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I dont want to add banned guns..

There is guns that are able to be used in game that arent banned such as the G36 and stuff..

I want to add more guns in the game that arent banned..

let me know when you get a answer

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It doesn't seem like it's something you can change in code, so you have to modify the client files and distribute.

You need to modify the "config.bin" (need to unrap it to a .cpp) from the dayz_code.cpo (need to unpack it), then change the loot information.

Since loot & zombie spawning is triggered by clients, the client has to have the modified files There might be a way to override the client files, I'll look into it or hopefully someone else has figured it out and can help.

Zombie Body Loot:


class CfgLoot {
trash[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty"}, {1, 0.1, 0.5}};
civilian[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "8Rnd_9x18_Makarov", "7Rnd_45ACP_1911", "2Rnd_shotgun_74Slug", "2Rnd_shotgun_74Pellets", "ItemBandage", "ItemPainkiller"}, {0.09, 0.09, 0.09, 0.12, 0.09, 0.05, 0.05, 0.05, 0.05, 0.07, 0.05, 0.05, 0.05, 0.06, 0.06}};
food[] = {{"TrashTinCan", "TrashJackDaniels", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "ItemBandage"}, {0.13, 0.13, 0.13, 0.09, 0.13, 0.09, 0.09, 0.09, 0.09, 0.04}};
generic[] = {{"TrashTinCan", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "TrashJackDaniels", "FoodCanBakedBeans", "FoodCanSardines", "FoodCanFrankBeans", "FoodCanPasta", "ItemWaterbottleUnfilled", "ItemWaterbottle", "ItemBandage", "7Rnd_45ACP_1911", "5x_22_LR_17_HMR", "10x_303", "6Rnd_45ACP", "2Rnd_shotgun_74Slug", "2Rnd_shotgun_74Pellets", "8Rnd_9x18_Makarov", "15Rnd_W1866_Slug", "BoltSteel", "HandRoadFlare", "ItemPainkiller", "HandChemGreen", "HandChemBlue", "HandChemRed", "ItemHeatPack"}, {0.06, 0.06, 0.06, 0.04, 0.04, 0.01, 0.01, 0.01, 0.01, 0.01, 0.01, 0.11, 0.03, 0.01, 0.04, 0.04, 0.05, 0.05, 0.09, 0.02, 0.04, 0.07, 0.02, 0.01, 0.03, 0.03, 0.04}};
medical[] = {{"ItemBandage", "ItemPainkiller", "ItemMorphine", "ItemEpinephrine", "ItemHeatPack"}, {1, 0.5, 0.5, 0.2, 0.1}};
hospital[] = {{"ItemBandage", "ItemPainkiller", "ItemMorphine", "ItemEpinephrine", "ItemBloodbag", "ItemAntibiotic"}, {0.43, 0.17, 0.13, 0.09, 0.17, 0.02}};
military[] = {{"TrashTinCan", "ItemSodaEmpty", "ItemSodaCoke", "ItemSodaPepsi", "ItemBandage", "ItemPainkiller", "ItemMorphine", "30Rnd_556x45_Stanag", "20Rnd_762x51_DMR", "17Rnd_9x19_glock17", "15Rnd_9x19_M9SD", "15Rnd_9x19_M9", "30Rnd_762x39_AK47", "30Rnd_545x39_AK", "5Rnd_762x51_M24", "10Rnd_127x99_m107", "8Rnd_B_Beneli_74Slug", "1Rnd_HE_M203", "FlareWhite_M203", "FlareGreen_M203", "1Rnd_Smoke_M203", "200Rnd_556x45_M249", "HandGrenade_west", "SmokeShell", "SmokeShellRed", "SmokeShellGreen", "8Rnd_B_Beneli_Pellets", "30Rnd_556x45_StanagSD", "30Rnd_9x19_MP5", "30Rnd_9x19_MP5SD", "100Rnd_762x51_M240", "HandChemGreen", "HandChemBlue", "HandChemRed", "ItemHeatPack"}, {0.18, 0.09, 0.01, 0.01, 0.04, 0.04, 0.01, 0.04, 0.04, 0.05, 0.01, 0.02, 0.04, 0.04, 0.01, 0.01, 0.04, 0.01, 0.01, 0.01, 0.01, 0.01, 0.01, 0.04, 0.02, 0.02, 0.04, 0.01, 0.02, 0.01, 0.01, 0.02, 0.02, 0.02, 0.04}};
policeman[] = {{"ItemBandage", "7Rnd_45ACP_1911", "6Rnd_45ACP", "15Rnd_W1866_Slug", "8Rnd_B_Beneli_74Slug", "HandRoadFlare"}, {1, 0.8, 0.3, 0.3, 0.5, 0.3}};
hunter[] = {{"ItemBandage", "5x_22_LR_17_HMR", "7Rnd_45ACP_1911", "10x_303", "ItemWaterbottleUnfilled", "BoltSteel", "ItemHeatPack"}, {1, 0.5, 0.2, 0.5, 0.2, 1, 0.2}};
};

Building Loot:


class CfgBuildingLoot {
class Default {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 2;
zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_suit1", "z_suit2", "z_worker1", "z_worker2", "z_worker3", "z_villager1", "z_villager2", "z_villager3"};
lootChance = 0;
lootPos[] = {};
itemType[] = {};
itemChance[] = {};
hangPos[] = {};
vehPos[] = {};
};

class Master {
weapons[] = {SMAW, "Javelin", G36C, "Stinger"};
};

class Residential : Default {
zombieChance = 0.3;
maxRoaming = 2;
zombieClass[] = {"zZombie_Base", "z_hunter", "z_teacher", "z_villager1", "z_villager2", "z_villager3"};
lootChance = 0.4;
lootPos[] = {};
itemType[] = {{"ItemSodaMdew", "magazine"}, {"ItemWatch", "generic"}, {"ItemCompass", "generic"}, {"ItemMap", "weapon"}, {"Makarov", "weapon"}, {"Colt1911", "weapon"}, {"ItemFlashlight", "generic"}, {"ItemKnife", "generic"}, {"ItemMatchbox", "generic"}, {"", "generic"}, {"LeeEnfield", "weapon"}, {"revolver_EP1", "weapon"}, {"CZ_VestPouch_EP1", "object"}, {"DZ_CivilBackpack_EP1", "object"}, {"DZ_ALICE_Pack_EP1", "object"}, {"Winchester1866", "weapon"}, {"WeaponHolder_ItemTent", "object"}, {"", "military"}, {"", "trash"}, {"Crossbow", "weapon"}, {"Binocular", "weapon"}, {"PartWoodPile", "magazine"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}, {"WeaponHolder_MeleeCrowbar", "object"}, {MR43, "weapon"}};
itemChance[] = {0.01, 0.15, 0.05, 0.03, 0.13, 0.05, 0.03, 0.08, 0.06, 2, 0.06, 0.04, 0.01, 0.03, 0.03, 0.01, 0.01, 0.03, 0.5, 0.01, 0.06, 0.06, 0.01, 0.01, 0.08, 0.03};
};

class Office : Residential {
maxRoaming = 3;
zombieClass[] = {"z_suit1", "z_suit2"};
};

class Industrial : Default {
zombieChance = 0.4;
zombieClass[] = {"z_worker1", "z_worker2", "z_worker3"};
maxRoaming = 2;
lootChance = 0.3;
lootPos[] = {};
itemType[] = {{"", "generic"}, {"", "trash"}, {"", "military"}, {"WeaponHolder_PartGeneric", "object"}, {"WeaponHolder_PartWheel", "object"}, {"WeaponHolder_PartFueltank", "object"}, {"WeaponHolder_PartEngine", "object"}, {"WeaponHolder_PartGlass", "object"}, {"WeaponHolder_PartVRotor", "object"}, {"WeaponHolder_ItemJerrycan", "object"}, {"WeaponHolder_ItemHatchet", "object"}, {"ItemKnife", "military"}, {"ItemToolbox", "weapon"}, {"ItemWire", "magazine"}, {"ItemTankTrap", "magazine"}};
itemChance[] = {0.18, 0.29, 0.04, 0.04, 0.05, 0.02, 0.01, 0.04, 0.01, 0.04, 0.11, 0.07, 0.02, 0.06, 0.04};
};

class Farm : Default {
zombieChance = 0.3;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base", "z_hunter", "z_hunter", "z_hunter", "z_villager1", "z_villager2", "z_villager3"};
lootChance = 0.5;
lootPos[] = {};
itemType[] = {{"WeaponHolder_ItemJerrycan", "object"}, {"", "generic"}, {"huntingrifle", "weapon"}, {"LeeEnfield", "weapon"}, {"Winchester1866", "weapon"}, {"", "trash"}, {"Crossbow", "weapon"}, {"PartWoodPile", "magazine"}, {"WeaponHolder_ItemHatchet", "object"}, {MR43, "weapon"}, {"TrapBear", "magazine"}};
itemChance[] = {0.06, 0.28, 0.01, 0.04, 0.03, 0.22, 0.03, 0.11, 0.17, 0.06, 0.01};
};

class Supermarket : Default {
lootChance = 0.6;
minRoaming = 2;
maxRoaming = 6;
zombieChance = 0.3;
zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"};
itemType[] = {{"ItemWatch", "generic"}, {"ItemCompass", "generic"}, {"ItemMap", "weapon"}, {"Makarov", "weapon"}, {"Colt1911", "weapon"}, {"ItemFlashlight", "generic"}, {"ItemKnife", "generic"}, {"ItemMatchbox", "generic"}, {"", "generic"}, {"LeeEnfield", "weapon"}, {"revolver_EP1", "weapon"}, {"CZ_VestPouch_EP1", "object"}, {"DZ_CivilBackpack_EP1", "object"}, {"DZ_ALICE_Pack_EP1", "object"}, {"Winchester1866", "weapon"}, {"WeaponHolder_ItemTent", "object"}, {"", "food"}, {"", "trash"}, {"Crossbow", "weapon"}, {"Binocular", "weapon"}, {"PartWoodPile", "magazine"}, {MR43, "weapon"}};
itemChance[] = {0.15, 0.01, 0.05, 0.02, 0.02, 0.05, 0.02, 0.05, 0.05, 0.01, 0.01, 0.01, 0.02, 0.03, 0.01, 0.01, 0.3, 0.15, 0.01, 0.05, 0.02, 0.01};
};

class HeliCrash : Default {
zombieChance = 0;
maxRoaming = 2;
zombieClass[] = {"z_soldier_pilot"};
lootChance = 0.5;
lootPos[] = {};
itemType[] = {{FN_FAL, "weapon"}, {"bizon_silenced", "weapon"}, {M14_EP1, "weapon"}, {FN_FAL_ANPVS4, "weapon"}, {M107_DZ, "weapon"}, {"BAF_AS50_scoped", "weapon"}, {"Mk_48_DZ", "weapon"}, {M249_DZ, "weapon"}, {BAF_L85A2_RIS_CWS, "weapon"}, {DMR, "weapon"}, {"", "military"}, {"", "medical"}, {"MedBox0", "object"}, {"NVGoggles", "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"Skin_Camo1_DZ", "magazine"}, {"Skin_Sniper1_DZ", "magazine"}};
itemChance[] = {0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.08, 0.05};
};

class Hospital : Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] = {"z_doctor", "z_doctor", "z_doctor"};
lootChance = 1;
lootPos[] = {};
itemType[] = {{"", "trash"}, {"", "hospital"}, {"MedBox0", "object"}};
itemChance[] = {0.2, 0.5, 0.5};
};

class Military : Default {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"};
lootChance = 0.4;
lootPos[] = {};
itemType[] = {{"M9", "weapon"}, {M16A2, "weapon"}, {M16A2GL, "weapon"}, {M9SD, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobra", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {M1014, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {MP5A5, "weapon"}, {MP5SD, "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"ItemEtool", "weapon"}, {"ItemSandbag", "magazine"}};
itemChance[] = {0.05, 0.05, 0.01, 0.02, 0.2, 0.15, 0.01, 0.08, 0.05, 0.05, 0.01, 0.1, 0.01, 0.02, 0.01, 0.05, 0.08, 0.1, 0.04, 0.02, 0.01, 0.06, 0.1, 0.1, 0.01, 0.05, 0.06, 0.04, 0.02, 0.1, 1.0, 2.5, 0.05, 0.02};
};

class MilitarySpecial : Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] = {"z_soldier_heavy"};
lootChance = 0.4;
lootPos[] = {};
itemType[] = {{M16A2, "weapon"}, {M16A2GL, "weapon"}, {M249_DZ, "weapon"}, {M9SD, "weapon"}, {M136, "weapon"}, {AK_47_M, "weapon"}, {AK_74, "weapon"}, {"M4A1_Aim", "weapon"}, {"AKS_74_kobra", "weapon"}, {AKS_74_U, "weapon"}, {AK_47_M, "weapon"}, {M24, "weapon"}, {SVD_CAMO, "weapon"}, {M1014, "weapon"}, {M107_DZ, "weapon"}, {DMR, "weapon"}, {M4A1, "weapon"}, {M14_EP1, "weapon"}, {UZI_EP1, "weapon"}, {"Remington870_lamp", "weapon"}, {"glock17_EP1", "weapon"}, {M240_DZ, "weapon"}, {"M4A1_AIM_SD_camo", "weapon"}, {M16A4_ACG, "weapon"}, {"M4A1_HWS_GL_camo", "weapon"}, {"Mk_48_DZ", "weapon"}, {M4A3_CCO_EP1, "weapon"}, {"AmmoBoxSmall_556", "object"}, {"AmmoBoxSmall_762", "object"}, {"NVGoggles", "weapon"}, {"Binocular", "weapon"}, {"ItemFlashlightRed", "military"}, {"ItemKnife", "military"}, {"ItemGPS", "weapon"}, {"ItemMap", "military"}, {"Binocular_Vector", "military"}, {"DZ_Assault_Pack_EP1", "object"}, {"DZ_Patrol_Pack_EP1", "object"}, {"DZ_Backpack_EP1", "object"}, {"", "medical"}, {"", "generic"}, {"", "military"}, {"PipeBomb", "magazine"}};
itemChance[] = {0.1, 0.05, 0.01, 0.02, 0.01, 0.2, 0.1, 0.02, 0.1, 0.1, 0.1, 0.01, 0.01, 0.2, 0.01, 0.02, 0.1, 0.03, 0.2, 0.1, 0.2, 0.01, 0.04, 0.05, 0.02, 0.01, 0.08, 0.04, 0.02, 0.01, 0.1, 0.05, 0.15, 0.01, 0.03, 0.01, 0.02, 0.03, 0.02, 0.3, 1.0, 5.0, 0.01};
};

class Church : Residential {
minRoaming = 1;
maxRoaming = 3;
zombieClass[] = {"z_priest", "z_priest", "z_priest"};
};

class Land_HouseV_1I4 : Residential {
lootPos[] = {{-0.400146, -3.87695, -2.76879}, {-3.67749, -2.52002, -2.76551}, {-0.472168, 3.19702, -2.72021}};
};

class Land_kulna : Residential {
lootPos[] = {{0.504395, 0.218262, -1.11643}, {-0.496582, 1.93262, -1.12826}};
};

class Land_Ind_Workshop01_01 : Industrial {
lootPos[] = {{0.595215, -2.43115, -1.29412}, {1.24365, 0.463867, -1.295}, {-0.663574, -0.50293, -1.29837}};
};

class Land_Ind_Garage01 : Industrial {
lootPos[] = {{-0.580078, -1.49707, -1.23483}, {-0.834473, 2.75781, -1.22563}, {2.47754, -1.12891, -1.23714}, {1.31934, 1.63086, -1.23228}};
};

class Land_Ind_Workshop01_02 : Industrial {
lootPos[] = {{1.1543, -0.552246, -1.42943}, {-1.18665, -0.178223, -1.42868}, {-0.661621, 1.104, -1.42682}};
};

class Land_Ind_Workshop01_04 : Industrial {
lootPos[] = {{-1.37415, 4.18896, -1.53123}, {0.695435, 4.24561, -1.52934}, {-1.06677, 2.69531, -1.53062}, {0.79248, -4.60742, -1.49341}, {-1.84424, -6.1709, -1.44427}, {-1.05566, -4.08398, -1.51927}, {1.43774, -6.59424, -1.41742}};
hangPos[] = {{-0.541748, 4.01221, -2.03068}};
};

class Land_Ind_Workshop01_L : Industrial {
lootPos[] = {{-3.26172, 4.75439, -1.30246}, {0.175781, 3.91748, -1.30766}, {-2.37891, 2.35303, -1.30405}, {4.10547, -4.10791, -1.31345}, {0.727539, -2.61621, -1.31418}, {2.54688, -2.17725, -1.31482}, {1.52344, -3.79443, -1.31332}};
};

class Land_Hangar_2 : Industrial {
lootPos[] = {{10.1245, -6.4873, -2.56317}, {11.9387, 7.91113, -2.56317}, {1.79517, 7.12695, -2.56317}, {-11.8948, 10.5449, -2.56317}, {-8.97021, -4.34766, -2.56317}, {-0.562744, -7.59375, -2.56317}, {5.98804, -2.6123, -2.56317}};
};

class Land_hut06 : Residential {
lootPos[] = {{0.328125, 2.26953, -1.57786}, {-0.552368, -0.0620117, -1.53837}};
};

class Land_stodola_old_open : Farm {
lootPos[] = {{-3.06836, 8.63184, -5.08054}, {2.52588, 10.5261, -5.08051}, {4.76758, 5.00854, -0.9935}, {-2.78467, 10.2368, -0.9935}, {4.62598, 10.4983, -0.993469}, {2.09082, 10.8425, 2.96448}, {-0.440918, 10.3091, 2.96445}, {-2.58838, -5.91821, -5.08054}, {4.11084, -10.9302, -5.08054}, {-2.62842, -6.55518, -1.01584}, {2.50537, -10.741, 2.96445}, {0.0410156, -11.0596, 2.96445}};
hangPos[] = {{-1.50537, 5.34473, -5.08813}, {0.494141, 9.42725, -5.09016}, {2.59473, -6.21191, -5.08055}, {-1.74854, -2.39844, -1.14301}};
};

class Land_A_FuelStation_Build : Industrial {
lootChance = 0.5;
zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2"};
lootPos[] = {{-1.31958, -0.655151, -1.57448}, {1.82349, 0.769653, -1.57458}, {1.67871, -0.918701, -1.57458}, {-1.23242, 1.26794, -1.57458}};
};

class Land_A_GeneralStore_01a : Supermarket {
lootPos[] = {{-6.93213, 1.0708, -1.20155}, {-7.2959, -2.68213, -1.20155}, {-3.41406, -4.39307, -1.20155}, {-1.28809, -2.57861, -1.20155}, {0.903809, -4.35986, -1.20155}, {3.1377, -3.40771, -1.20155}, {7.53418, -2.69971, -1.20154}, {13.9653, -4.50342, -1.20155}, {10.2617, 0.109863, -1.20155}, {10.5869, -3.84375, -1.20155}, {7.84521, -0.137207, -1.20154}, {3.57471, 0.0356445, -1.20154}, {-0.370605, 5.17676, -1.20155}, {4.77783, 5.57617, -1.20155}, {13.0874, 4.35645, -1.20155}, {12.9932, 6.31689, -1.20155}, {7.36328, 3.00928, -1.20155}, {1.93091, 2.17236, -1.20154}, {-3.82715, 5.3335, -1.20155}, {-7.55029, 8.54199, -1.20154}, {-4.42407, 8.96631, -1.20154}, {3.72705, 8.36084, -1.20155}, {9.84033, 8.3374, -1.20155}, {-2.90918, 1.32031, -1.20155}};
};

class Land_A_GeneralStore_01 : Supermarket {
lootPos[] = {{-9.38965, -3.30371, -1.20155}, {-3.77539, -3.86865, -1.20155}, {1.31836, 1.46631, -1.20155}, {9.01367, 3.8457, -1.20155}, {13.3008, -1.77832, -1.20155}, {9.81055, 1.43213, -1.20155}, {1.65039, 5.14355, -1.20155}, {0.753906, -3.69531, -1.20155}, {13.3125, -7.65137, -1.20155}, {11.168, -3.73682, -1.20155}, {8.89453, -8.37402, -1.20155}, {-2.04492, -7.58105, -1.20155}, {-7.84766, -5.73633, -1.20155}, {-8.22461, -7.32422, -1.20155}, {3.79004, -5.69336, -1.20155}, {-9.38379, 4.46191, -1.20155}, {-3.5752, 4.46533, -1.20155}, {-3.33789, 0.612793, -1.20155}, {10.5918, -9.9458, -1.21082}, {0.105469, -9.6084, -1.21082}, {-4.86035, -10.4209, -1.21082}, {-6.80859, -1.23975, -1.20155}, {1.12207, -1.58887, -1.20155}};
};

class Land_Farm_Cowshed_a : Farm {
lootPos[] = {{-1.06836, -5.92163, -3.08763}, {1.69043, -4.91089, -3.08763}, {5.8833, -6.15381, -3.08763}, {8.83984, -5.60278, -3.08763}, {9.74023, -2.48657, -3.08763}, {2.88428, -2.34546, -3.08763}, {7.88037, 2.94214, -3.08763}};
};

class Land_stodola_open : Farm {
lootPos[] = {{-2.60303, 5.31665, -4.12804}, {-2.58154, -0.530029, -4.17349}, {-0.0478516, -4.88989, -4.136}, {0.983398, 6.20483, -4.11143}};
hangPos[] = {{-0.932617, -3.35962, -4.16446}, {-2.01563, -0.115112, -4.19492}};
};

class Land_Barn_W_01 : Farm {
lootPos[] = {{4.93188, -17.0444, -2.63063}, {-3.82813, -18.6699, -2.63036}, {-4.46387, 16.6665, -2.63651}, {5.78711, 18.9473, -2.6369}, {3.9541, 4.88428, -2.63446}, {-2.99072, -4.16748, -2.63287}};
};

class Land_Hlidac_budka : Residential {
lootPos[] = {{-2.3186, 1.5127, -0.78363}, {2.02075, 0.444336, -0.78363}, {-0.460938, 1.75879, -0.78363}};
};

class Land_HouseV2_02_Interier : Residential {
lootPos[] = {{7.23096, 5.37207, -5.53067}, {8.55005, 0.754883, -5.53067}, {5.20166, -1.54004, -5.53067}, {3.34912, 1.9707, -5.53067}, {-3.62598, 3.05371, -5.53067}, {-5.4812, -0.0292969, -5.53067}, {-5.83325, 3.26563, -5.53067}, {-5.71045, 5.49414, -5.53067}};
};

class Land_a_stationhouse : Military {
lootChance = 0.3;
lootPos[] = {{-2.69922, -7.57422, -9.47058}, {-0.892578, -5.7168, -9.47058}, {-3.2417, -6.61914, -4.6489}, {-1.35645, -8.3623, -4.6489}, {-1.70801, -7.85449, -0.0437927}, {-3.39502, -7.88281, -0.0437927}, {-1.396, -7.79883, 4.41141}, {-1.37939, -5.79102, 4.41141}, {1.5127, 1.96484, -9.47058}, {18.9058, -4.06738, -9.47058}};
};

class Land_Mil_ControlTower : Military {
lootChance = 0.4;
lootPos[] = {{10.0703, 3.76367, -9.62869}, {3.89844, 3.43457, -5.46368}, {1.75195, 5.68164, -5.46368}, {6.66113, -0.625488, -1.0687}, {2.63965, -0.191406, -1.0687}, {6.72266, 3.23389, -1.0687}};
};

class Land_SS_hangar : Military {
maxRoaming = 3;
lootPos[] = {{11.7344, -17.165, -5.87253}, {-11.7158, -18.9541, -5.87253}, {-14.2461, 23.0439, -5.87253}};
};

class Land_A_Pub_01 : Residential {
zombieChance = 0.2;
lootPos[] = {{1.83398, 0.393799, -5.7462}, {-1.76514, 0.334473, -5.74622}, {-6.62207, -6.55371, -5.74622}, {-4.63623, -0.100586, -5.74622}, {-5.75928, -3.05029, -5.74622}, {-2.08203, 0.922852, -1.76122}, {-4.76514, -5.89087, -1.76122}, {-6.94385, -1.9375, -1.76122}, {-4.05225, -0.779785, -1.76122}, {1.39795, -1.73779, -1.76122}, {3.13867, -2.78564, -1.76122}, {3.58301, -0.591309, -1.76122}, {3.03027, -4.04346, -1.76122}, {1.94092, 3.18799, -1.76122}, {-0.0961914, 6.22437, -1.76122}, {5.30469, 7.55957, -1.76122}, {6.72559, -2.72705, -1.76122}, {2.56885, -4.6001, -5.74621}, {4.06738, 5.41406, -5.74622}, {0.753418, 2.2998, -5.74622}};
};

class Land_HouseB_Tenement : Office {
lootPos[] = {{5.40576, 9.89551, -20.7845}, {5.99023, 14.1689, -20.7845}, {12.9609, 14.0718, -20.7845}, {14.6069, 8.92383, -20.7845}, {-2.75635, -2.08594, -20.7845}};
};

class Land_A_Hospital : Hospital {
lootChance = 0.9;
lootPos[] = {{0.807129, -1.16333, -7.33966}, {-7.23389, -2.63647, -7.33966}, {-16.3687, -2.40381, -7.33966}, {-12.2847, -3.19604, -7.33966}, {4.40674, -3.50513, -7.33966}, {-3.2666, -0.925293, -7.33966}, {6.85693, -2.75146, -7.33966}, {11.0151, -3.95435, -7.33966}, {16.8198, -4.71118, -7.33966}, {-1.12793, 3.78418, -7.44939}, {12.7476, 0.142822, 3.29184}, {10.2661, -1.21558, 3.29184}};
};

class Land_Panelak : Office {
lootPos[] = {{-2.76904, -6.26563, 0.0714226}, {-2.93896, -1.3916, 0.0714226}, {-5.42065, -3.13184, 0.0714226}, {-6.81128, -6.15527, 0.0714221}, {-4.00879, 2.53027, 0.0714226}, {-0.730957, -3.20117, 2.77144}, {3.979, -7.08936, 2.77144}, {2.49609, 2.93701, 2.77144}, {6.7373, 1.63281, 2.77144}, {6.38525, -2.3916, 2.77144}, {6.80615, -5.77295, 2.77144}, {3.75122, -0.803711, 2.77144}, {-0.824219, 1.86914, 1.32865}};
};

class Land_Panelak2 : Office {
lootPos[] = {{-0.729492, -3.00635, -2.62859}, {-0.764648, 1.36279, -1.37137}, {-0.30127, 3.65039, 1.32864}, {0.73584, -3.22217, 2.71097}, {-0.630859, 1.84766, 4.05244}, {3.68921, -7.33545, 5.43665}, {2.26807, 2.94092, 5.43665}, {6.7002, 2.68994, 5.43665}, {6.87842, -1.45947, 5.43665}, {6.09619, -5.94824, 5.43665}, {4.45508, -1.64893, 5.43665}, {2.76367, 0.445801, 5.43665}};
};

class Land_Shed_Ind02 : Industrial {
lootPos[] = {{-2.28174, -5.67236, -4.62599}, {4.54529, 9.6665, -4.62599}, {4.41223, 2.64941, -1.27954}, {-0.437866, 11.6943, -1.27641}, {-3.44482, 12.2119, -1.27704}};
};

class Land_Shed_wooden : Residential {
lootPos[] = {{1.26807, -0.361328, -1.29153}, {-0.342773, 1.0293, -1.29153}};
};

class Land_Misc_PowerStation : Industrial {
lootPos[] = {{4.09888, 4.89746, -1.26743}, {4.22827, -1.19873, -1.2681}};
};

class Land_HouseBlock_A1_1 : Residential {
lootPos[] = {{-3.52881, 0.158936, -4.74365}, {-3.56152, -2.33484, -4.73106}};
};

class Land_Shed_W01 : Industrial {
lootPos[] = {{-1.52637, -0.246094, -1.41129}};
};

class Land_HouseV_1I1 : Residential {
lootPos[] = {{0.181641, -1.97314, -2.82275}};
};

class Land_Tovarna2 : Industrial {
lootPos[] = {{-11.6309, 7.2052, -5.55933}, {-12.0674, 2.56909, -5.55933}, {-4.89355, 6.6394, -5.55933}, {-3.74121, 2.90393, -3.89665}, {-12.8672, 1.44519, -2.23135}, {-12.415, 8.1311, -2.23135}, {-12.7236, 4.11255, -2.23135}, {-3.99805, 8.9801, -2.23156}, {-7.33105, 8.44214, -2.23156}, {-4.55371, 5.22644, -2.23156}, {-11.4746, 2.92114, 1.66661}, {-11.0703, 8.13818, 1.66661}, {-4.67578, 7.32678, 1.62174}, {-2.68262, 3.44763, 3.4243}, {-13.1953, -8.95862, 3.4243}, {-8.80859, -0.443481, 0.401226}, {-12.1328, -0.149414, 0.424298}, {-2.03418, 6.61414, -5.55933}, {0.239258, 1.72278, -5.59793}, {6.22461, -3.948, -4.61825}, {-6.39355, -8.24353, -5.59541}, {-10.8496, -6.91211, -5.56572}, {-6.77637, -1.73083, -5.56019}};
};

class Land_rail_station_big : Office {
lootPos[] = {{-4.97266, 4.55737, -5.04438}, {0.458496, 4.85229, -5.04438}, {2.4624, 2.21851, -5.04438}, {-1.32373, -2.60571, -5.04438}, {-3.29443, -0.121826, -5.04438}, {-1.07764, 2.36646, -5.04438}, {7.46045, -3.41528, -5.04438}, {8.93408, 3.1189, -5.04438}, {-8.16357, -5.12842, -5.04438}};
};

class Land_Ind_Vysypka : Industrial {
lootPos[] = {{0.486084, 4.95459, -4.96861}, {1.08032, -0.406738, -4.96801}, {-0.0354004, -10.8208, -4.96686}, {-5.07788, -16.4624, -4.96759}, {-6.30298, 2.92969, -4.96838}, {-6.26685, 26.7349, -4.9772}, {1.64697, 23.4038, -4.97097}, {7.14575, 3.92529, -4.96972}, {4.63599, -12.1621, -4.96971}};
};

class Land_A_MunicipalOffice : Residential {
zombieChance = 0;
minRoaming = 3;
maxRoaming = 9;
zombieClass[] = {"z_soldier", "z_soldier_heavy", "z_policeman"};
lootChance = 0.4;
lootPos[] = {{-4.66113, -6.27173, -18.429}, {3.31641, -5.77417, -18.429}, {-0.20752, -6.48682, -18.429}, {-9.72412, -4.88745, -3.78903}, {-9.57813, 3.55615, -3.78903}, {-7.16797, 11.0737, -3.78903}, {5.07422, 11.1838, -3.78903}, {9.3208, 5.38623, -3.78903}, {9.65332, -4.82056, -3.78903}, {3.23535, -0.105957, -0.169027}, {4.85205, -3.69019, -0.169027}, {-0.80127, -7.89087, -0.169027}, {-4.4082, -4.91772, -0.169027}, {-4.90771, -2.23169, -0.169027}};
};

class Land_A_Office01 : Office {
lootPos[] = {{-2.50391, -2.46948, -4.528}, {4.23535, -0.336914, -4.528}, {4.11133, 6.1123, -4.528}, {0.242188, 6.06299, -4.528}, {4.31641, 3.74023, -4.528}, {5.08887, 0.219727, -4.528}, {11.6504, -1.5647, -4.528}, {14.5811, -4.1123, -4.528}, {13.8545, -0.749023, -4.528}, {-7.7627, 5.59082, -4.528}, {1.81152, 0.993408, -2.028}, {4.93164, 4.31982, -2.028}, {1.18945, 6.07031, -2.028}, {2.23145, 3.76563, -2.028}, {-4.76367, -2.51221, -2.028}, {-14.5596, -3.40723, -2.028}, {-15.2705, 5.92773, -2.028}, {-10.9063, 6.04175, 0.472008}, {-6.30762, 3.30078, 0.472006}, {7.6416, 6.38696, 0.472001}, {13.6729, 6.5957, 0.471999}, {13.1924, -2.58691, 0.471998}, {3.0918, 2.4375, 6.20491}, {-1.45703, -2.28369, 6.20491}, {-2.12988, 4.51587, 0.472005}, {4.74414, -4.60156, -2.01486}, {8.3457, -1.10718, -2.028}, {9.94727, -3.74146, -2.028}, {7.13867, -2.50732, -2.028}, {12.8701, 4.70923, -2.028}, {15.3721, 3.42383, -2.028}};
};

class Land_A_Office02 : Office {
lootPos[] = {{4.72266, -5.74121, -8.15108}, {0.961426, -5.16943, -8.15076}};
};

class Land_A_BuildingWIP : Industrial {
lootChance = 0.5;
lootPos[] = {{-4.62573, 4.52344, -6.45268}, {-12.6377, 0.494141, -6.49242}, {-14.6023, -8.62842, -6.49961}, {-16.0005, -9.80957, -6.50423}, {-15.5627, -5.17725, -6.50523}, {0.94458, -2.30371, -6.43043}, {7.28125, 3.20898, -6.44042}, {9.75708, 10.1138, -6.40827}, {14.771, 7.29688, -6.47756}, {15.4504, -0.314941, -6.52979}, {20.4895, 2.31836, -4.52571}, {17.3123, -3.1001, -2.53291}, {10.707, -6.51611, -2.53255}, {2.22534, -9.21582, -2.534}, {-8.91943, -7.18896, -2.53313}, {-16.3179, -8.35645, -2.53357}, {-21.3064, -6.7915, -2.53182}, {-21.6018, -1.79541, -2.53182}, {-17.5808, 6.14746, -2.53182}, {-23.198, 8.44727, -2.53182}, {-17.1973, 9.58594, -2.53182}, {-4.99023, 9.80957, -2.53182}, {14.0872, 7.44092, -2.52676}, {10.5796, -6.84912, 1.48116}, {-3.19116, -2.49463, 1.49403}, {-13.8186, 3.98975, 1.49829}, {-15.9502, -6.17383, 1.48802}, {-20.6997, -16.9761, 1.50282}, {-15.415, -13.3901, 5.46683}};
};

class Land_Church_01 : Church {
lootPos[] = {{-6.92102, -0.382813, -4.21339}};
};

class Land_Church_03 : Church {
lootPos[] = {{5.15332, -6.96875, -14.3021}, {-1.79053, -7.68018, -14.3021}, {-0.0263672, -2.98438, -14.3021}, {-0.00341797, 2.02246, -14.3021}, {5.49878, 7.20508, -14.3021}, {5.38892, 3.4043, -14.3021}, {3.23657, 2.76074, -14.3021}, {-1.51001, 7.66309, -14.3021}, {-7.6416, 4.8125, -14.3021}, {-6.56592, -4.59131, -14.3021}, {9.552, 2.22363, -13.7588}, {9.93262, -3.85254, -13.7588}};
hangPos[] = {{1.72168, -8.39771, -0.172569}, {2.08838, -14.4236, -0.27536}, {-13.7158, -10.4808, -0.795174}, {-12.9072, -16.4105, -0.895065}};
};

class Land_Church_02 : Church {
lootPos[] = {};
maxRoaming = 2;
};

class Land_Church_02a : Church {
lootPos[] = {};
maxRoaming = 2;
};

class Land_Church_05R : Church {
lootPos[] = {};
maxRoaming = 2;
};

class Land_Mil_Barracks_i : MilitarySpecial {
lootPos[] = {{5.39038, -1.75684, -1.09824}, {1.46753, -0.131836, -1.09824}, {1.29395, -2.16211, -1.09824}, {-1.78394, -0.168945, -1.09824}, {-1.80615, -1.97656, -1.09824}, {-4.77881, 0.0488281, -1.09824}, {-5.39258, -2.11816, -1.09824}, {-5.47046, 2.58105, -1.09824}, {-8.32593, -0.144531, -1.09824}, {-9.14966, -2.55859, -1.09824}, {-1.95288, 2.57715, -1.09824}, {5.46362, 2.57813, -1.09824}};
};

class Land_A_TVTower_Base : Industrial {
lootPos[] = {{-0.982422, -1.92627, -2.21573}, {-2.01782, -4.2417, -2.21918}, {-0.759277, 1.42139, -2.21573}};
};

class Land_Mil_House : Military {
vehPos[] = {{13.439, 3.25244, -5.71244, 84}};
lootPos[] = {{12.457, 1.4248, -5.81439}, {11.0391, 4.85278, -5.81439}, {13.667, 4.42139, -5.81439}};
};

class Land_Misc_Cargo1Ao : Industrial {
lootPos[] = {{0.48877, -1.61377, -1.09224}, {0.012207, 2.19263, -1.09224}, {0.00976563, 0.19043, -1.09224}};
};

class Land_Misc_Cargo1Bo : Industrial {
lootPos[] = {{-0.322021, 1.68555, -1.09222}, {0.548584, -1.96289, -1.09222}, {0.223389, -0.580078, -1.09222}};
};

class Land_Nav_Boathouse : Industrial {
lootPos[] = {{5.27588, 5.51953, 3.9203}, {5.49609, 0.106445, 4.19408}, {1.68945, 7.5166, 3.80288}, {-5.03613, 6.19141, 3.91093}, {-5.63037, -1.27246, 4.41481}, {-6.98779, 5.52441, 3.9814}, {-2.92236, 9.2002, 3.73014}, {6.99463, 7.80859, 3.80663}, {7.00342, -2.07422, 4.31929}};
};

class Land_ruin_01 : Residential {
lootPos[] = {{-4.31934, -0.115234, -1.45578}, {3.41309, 0.270508, -1.71365}, {3.00293, 3.42773, -1.55765}, {0.62207, -1.73779, -1.49048}};
};

class Land_wagon_box : Industrial {
lootPos[] = {{0.542969, -3.89453, -0.776679}, {0.47998, -0.608398, -0.776638}, {0.515381, 3.03857, -0.776592}};
};

class Land_HouseV2_04_interier : Residential {
lootPos[] = {{7.49463, 5.8374, -5.73902}, {7.50989, -0.930176, -5.74176}, {1.95532, 4.16406, -5.73938}, {2.10876, 6.60645, -5.7386}, {-2.30017, 4.22461, -5.73936}, {-5.13306, 6.74365, -5.73856}, {-4.74658, 2.68457, -5.73985}};
};

class Land_HouseV2_01A : Residential {
lootPos[] = {{-3.52881, -3.16895, -5.60346}, {-1.62988, -3.25439, -5.66887}};
};

class Land_psi_bouda : Residential {
maxRoaming = 4;
lootPos[] = {{-1.77002, -1.45166, 1.95942}};
};

class Land_KBud : Residential {
zombieChance = 0;
maxRoaming = 0;
lootPos[] = {{-0.0170898, 0.0114746, -0.66367}};
};

class Land_A_Castle_Bergfrit : Residential {
lootPos[] = {{0.0185547, 1.91602, -2.8364}, {1.19141, -1.43848, -2.8364}, {-2.36816, 3.32275, -0.628571}, {2.36133, 3.86768, 1.83972}, {2.48438, -3.20557, 3.85541}, {-2.09473, -3.44873, 6.31903}, {-1.15918, 3.13867, 8.76691}, {1.74707, 1.26807, 8.76691}, {-0.540039, -2.35254, 8.76691}, {-1.62207, -4.27979, 13.4801}, {-2.23047, 4.82471, 16.856}, {1.67578, -0.825195, 16.8505}};
};

class Land_A_Castle_Stairs_A : Residential {
lootPos[] = {{0.697998, -1.79395, 0.726929}, {8.3938, 0.890625, 0.875122}, {8.17261, 1.48926, 7.02588}};
};

class Land_A_Castle_Gate : Residential {
lootChance = 0.7;
lootPos[] = {{0.244141, -4.48486, -3.14362}, {-1.25293, 2.98779, -3.07028}, {4.50684, -3.31152, -2.94885}, {4.55176, 3.29834, -2.94858}, {7.94824, 1.4082, -2.91003}};
};

class Land_Mil_Barracks : Military {
lootPos[] = {};
};

class Land_Mil_Barracks_L : Military {
lootPos[] = {};
};

class Land_Barn_W_02 : Farm {
lootPos[] = {{3.16504, 5.56543, -2.31409}, {3.35938, -0.152344, -2.31305}, {2.53613, -5.89453, -2.30957}, {-2.94629, -5.01367, -2.31006}, {-2.84375, 0.212891, -2.31183}, {-5.63281, 4.8291, -2.31363}};
};

class Land_sara_domek_zluty : Residential {
maxRoaming = 1;
lootPos[] = {{2.95703, 3.00732, -2.4337}, {7.06738, 2.95557, -2.4337}, {6.36304, -0.236328, -2.43375}, {0.627686, -0.586914, -2.43387}, {-0.659912, 2.05371, -2.4337}, {-2.77515, 0.751953, -2.43372}, {-5.07666, 3.04492, -2.43361}, {-6.17139, -2.33691, -2.43382}, {-3.75293, -3.54688, -2.43382}};
};

class Land_HouseV_3I4 : Residential {
maxRoaming = 3;
lootPos[] = {};
};

class Land_Shed_W4 : Residential {
maxRoaming = 3;
lootPos[] = {};
};

class Land_HouseV_3I1 : Residential {
maxRoaming = 3;
lootPos[] = {};
};

class Land_HouseV_1L2 : Residential {
maxRoaming = 3;
lootPos[] = {};
};

class Land_HouseV_1T : Residential {
maxRoaming = 3;
lootPos[] = {};
};

class Land_telek1 : Industrial {
maxRoaming = 3;
lootPos[] = {};
};

class Land_Rail_House_01 : Industrial {
lootPos[] = {{2.81152, 3.61426, -1.28266}, {-1.82178, 3.10547, -1.28266}, {0.487793, 3.38867, -1.28266}};
};

class Land_HouseV_2I : Default {
maxRoaming = 3;
lootPos[] = {};
};

class Land_Misc_deerstand : Military {
zombieChance = 0;
lootChance = 0.5;
maxRoaming = 3;
lootPos[] = {{-0.923828, -0.808594, 1.08539}, {0.419922, -0.237305, 1.08539}};
};

class Camp : Military {
maxRoaming = 1;
lootPos[] = {{0.833252, -1.52246, -1.15955}, {0.38501, 0.963867, -1.15955}};
};

class CampEast : Military {
maxRoaming = 1;
lootPos[] = {{-1.05713, -1.80762, -1.31049}, {0.627441, 1.83398, -1.31049}};
};

class CampEast_EP1 : Military {
maxRoaming = 1;
lootPos[] = {{-0.670898, 0.95459, -1.31049}, {1.68506, -2.43384, -1.31049}, {-1.76318, -1.62646, -1.31049}};
};

class MASH : Hospital {
maxRoaming = 1;
lootChance = 0.4;
lootPos[] = {{1.18213, -1.65039, -1.17793}, {0.24707, 0.799316, -1.17803}};
};

class MASH_EP1 : MASH {};

class UH1Wreck_DZ : Military {
zombieClass[] = {"z_soldier_pilot", "z_soldier_heavy"};
zombieChance = 0;
lootChance = 0;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};

class USMC_WarfareBFieldhHospital : MASH {
minRoaming = 1;
maxRoaming = 3;
zombieClass[] = {"z_soldier", "z_soldier_heavy"};
lootPos[] = {{-3.52246, -5.03931, 1.14726}, {2.36621, -4.52295, 1.14786}, {1.39063, -0.423096, 1.14746}, {1.14258, 5.00952, 1.1478}, {3.7124, 1.89795, 1.14788}};
};

class Land_Ind_Shed_02_main : Default {
zombieChance = 0;
maxRoaming = 3;
};

class HouseRoaming : Residential {
lootChance = 0;
zombieChance = 0;
maxRoaming = 2;
};

class FarmRoaming : Farm {
lootChance = 0;
zombieChance = 0;
maxRoaming = 2;
};

class Land_Shed_W03 : HouseRoaming {};

class Land_HouseV_1I3 : HouseRoaming {};

class Land_HouseV_1L1 : HouseRoaming {};

class Land_HouseV_1I2 : HouseRoaming {};

class Land_HouseV_2L : HouseRoaming {};

class Land_HouseV_2T1 : HouseRoaming {};

class Land_houseV_2T2 : HouseRoaming {};

class Land_HouseV_3I2 : HouseRoaming {};

class Land_HouseV_3I3 : HouseRoaming {};

class Land_HouseBlock_A1 : HouseRoaming {};

class Land_HouseBlock_A1_2 : HouseRoaming {};

class Land_HouseBlock_A2 : HouseRoaming {};

class Land_HouseBlock_A2_1 : HouseRoaming {};

class Land_HouseBlock_A3 : HouseRoaming {};

class Land_HouseBlock_B1 : HouseRoaming {};

class Land_HouseBlock_B2 : HouseRoaming {};

class Land_HouseBlock_B3 : HouseRoaming {};

class Land_HouseBlock_B4 : HouseRoaming {};

class Land_HouseBlock_B5 : HouseRoaming {};

class Land_HouseBlock_B6 : HouseRoaming {};

class Land_HouseBlock_C1 : HouseRoaming {};

class Land_HouseBlock_C2 : HouseRoaming {};

class Land_HouseBlock_C3 : HouseRoaming {};

class Land_HouseBlock_C4 : HouseRoaming {};

class Land_HouseBlock_C5 : HouseRoaming {};

class Land_HouseV2_01B : HouseRoaming {};

class Land_Misc_Cargo1D : HouseRoaming {};

class Land_HouseV2_03 : HouseRoaming {};

class Land_Ind_Shed_01_end : HouseRoaming {};

class Land_A_statue01 : HouseRoaming {
zombieClass[] = {"zZombie_Base", "zZombie_Base", "z_teacher", "z_suit1", "z_suit2", "z_soldier", "z_soldier_heavy", "z_policeman"};
minRoaming = 2;
maxRoaming = 8;
};

class Land_Shed_W02 : FarmRoaming {};
};

Edited by Calinthor

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Hey lewis, what do you mean by implement through the server.pbo? What needs to change within that? I'm assuming nothing if you dont change the target files within the addons in the actual mod folder?

I'm probably completely wrong tho!

I'm also trying to edit different weapons onto our private hive, it's the server side of things i'm unsure of how to implement.

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Since information on weapon, loot & zombie spawns are all in the client files "@Dayz" folder, you would have to distribute the files if you want to change any of the spawn locations & items. If you want to put weapons that are allowed, but not implemented in dayz, you can have a script run that randomly places things on the map in/near buildings, or you can add different models to the map (either through editor or script) and make your own loot spawning script for those buildings and have it run on the server.

If you don't mind breaking the official client files and distributing them, then you can pretty much do anything you want...even have flying pigs that shoot lasers and drop poop bombs.

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