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WaveBreaker

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  1. Like
    WaveBreaker reacted to Petite in NEW Roads/Towns/Villages North of Chernarus   
    My husband and I made new roads and towns/villages for Chernarus. After lots of request of my husband to share it, so other servers can use it I finally decided to do it.
    My husband built about 15 Km of new roads North of the map with little village. I built 2 big towns, one called Skalkatown and Pesha. 
    There is some pictures of it http://imgur.com/a/2ToKo
    Download the files here https://www.dropbox.com/sh/fl7oqiz2aputyah/AACC1Ct3sKHOsEm15f5RwMI5a?dl=0
    1- Put the Map folder in your dayz_server
    2- Open your server_functions.sqf and add this to the bottom of the file;
     
    And you're good to go.
    I hope you will enjoy it. We spent hundreds hours on that project. Make it perfect and natural like if its part of the map was not an easy thing. 
    I have other creations that I will soon add.
  2. Like
    WaveBreaker reacted to JasonTM in Overpoch Loot Tables for 1.0.6.2   
    The files in the github have been updated. I increased the chances for medical loot. I edited the medical boxes so they have higher capacity and they don't have empty blood bags and blood test kits. I increased the capacity of the ammo boxes and added Overwatch ammo to them. I did some work on increasing the variety of loot in other areas as well.
  3. Like
    WaveBreaker got a reaction from Bricktop in Overpoch Loot Tables for 1.0.6.2   
    We are loading OW 100% correct, no rpt errors either. but were not spawning ow loot, without defining them. in descritions.ext? never said we did, we do it in dayz_code.
    Ofc we need to work with the servertraders to, but thats just it, tradeing, still need it to spawn.
     
    EDIT: Now works fine with just adding the loot tables.
    Our problem was 2 idiots to admins (my self included ;)  )
    we changed stuff around eachother so thats why i didnt work from de beginning.
  4. Like
    WaveBreaker reacted to JasonTM in Overpoch Loot Tables for 1.0.6.2   
    https://github.com/worldwidesorrow/Overpoch-Loot-Tables-for-1.0.6.2
     
    These are not the typical 'high powered snipers in the supermarket' tables.
    They follow the Epoch style loot tables in that military loot spawns in military buildings, industrial loot spawns in industrial areas, etc.
    The overall level of loot has been increased pretty significantly.
    The overall level of trash loot has been reduced.
    Most of the Overwatch guns have been added, although there are a few missing.
    Since there are so many ACRs, I limited it to the woodland variants so you don't walk into a barracks full of ACRs.
    To install:
    1. Download the files from the github.
    2. Move the dayz_code folder to the root of your mission file. (You might already have this directory from installing ZSC or another mod. Then just move the CfgLoot folder over to this directory dayz_code\Configs\).
    3. Open your description.ext and find this line.
    #include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp" Change it to...
    #include "dayz_code\Configs\CfgLoot\CfgLoot.hpp" There is a variable called dayz_maxMaxWeaponHolders that limits the loot piles that spawn around a player. If you have POIs that have high concentrations of lootable buildings and you notice that some of them are empty, then I suggest adding the line below to your init.sqf and experimenting with the number. You can also adjust the spawn chances of the items in the loot tables to get a desirable rate of loot spawning.
    dayz_maxMaxWeaponHolders = 80;  
  5. Like
    WaveBreaker reacted to icomrade in Overpoch Loot Tables for 1.0.6.2   
    why are you redefining weapon classes? If you're running overwatch properly you don't need to, and I don't think CfgWeapons definitions work in description.ext. Don't over complicate stuff, it's just a loot table, you still need to customize your CfgServerTraders files.
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