VAKE Posted March 26, 2015 Report Share Posted March 26, 2015 I made some changes to the file in 2.5.2, but they don't seem to be working in 3.0.1. I wanted to disable antagonists/events, as well as change the vehicle spawn amounts and types. Antagonists/events are still spawning (UAV drones spawn like crazy, even if you're not looting anything), and even though I set 0 Mosquitos to spawn, I've confirmed that they are spawning on the map. Here's my config settings: StorageSlotsLimit = 1500; // Max storage slots allowed. Warning! Higher the number lower performance. BuildingSlotsLimit = 1500; // Max building slots allowed. Warning! Higher the number lower performance. // Time based StaticDateTime[] = {0,0,0,16,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change. timeDifference = 0; // Server uses real time this will allow you to offset just the hour. timeMultiplier = 1; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems. lootMultiplier = 0.5; // 1 = max loot bias // Events WeatherChangeTime = 21600; // This controls how fast the weather changes as well as how fast shipping containers and earthquakes happen. WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{0,0}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>} events[] = { { 21600, "CarnivalSpawner" }, // SECOND <scalar>, EVENT <string> { 21600, "EarthQuake" }, { 21600, "ContainerSpawner" }, { 21600, "PlantSpawner" } //No comma on last Entry }; // Antagonists antagonistChanceTrash = 0.0000001; //9% chance when player loot a trash object antagonistChancePDeath = 0.0000001; //33% chance when player was killed from a other player (selfkill doesn't count) antagonistChanceLoot = 0.0000001; //9% chance when player click "SEARCH" on a loot object // Player Related cloneCost = 0; // debt incurred on player death // vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance. vehicleLockTime = 999999999999; // Controls how many seconds it takes to allow another person/group to unlock vehicle. allowedVehiclesList[] = { {"C_Offroad_01_EPOCH",30}, {"C_Quadbike_01_EPOCH",40}, {"C_Hatchback_01_EPOCH",15}, {"C_Hatchback_02_EPOCH",15}, {"C_SUV_01_EPOCH",30}, {"C_Rubberboat_EPOCH",5}, {"C_Rubberboat_02_EPOCH",5}, {"C_Rubberboat_03_EPOCH",5}, {"C_Rubberboat_04_EPOCH",5}, {"C_Van_01_box_EPOCH",10}, {"C_Van_01_transport_EPOCH",10}, {"C_Boat_Civil_01_EPOCH",5}, {"C_Boat_Civil_01_police_EPOCH",5}, {"C_Boat_Civil_01_rescue_EPOCH",5}, {"B_Heli_Light_01_EPOCH",20}, {"B_SDV_01_EPOCH",20}, {"B_MRAP_01_EPOCH",20}, {"B_Truck_01_transport_EPOCH",15}, {"B_Truck_01_covered_EPOCH",15}, {"B_Truck_01_mover_EPOCH",15}, {"B_Truck_01_box_EPOCH",15}, {"O_Truck_02_covered_EPOCH",15}, {"O_Truck_02_transport_EPOCH",15}, {"O_Truck_03_covered_EPOCH",15}, {"O_Truck_02_box_EPOCH",15}, {"I_Heli_light_03_unarmed_EPOCH",20}, {"O_Heli_Light_02_unarmed_EPOCH",20}, {"I_Heli_Transport_02_EPOCH",10}, {"O_Heli_Transport_04_EPOCH",10}, {"O_Heli_Transport_04_bench_EPOCH",10}, {"O_Heli_Transport_04_box_EPOCH",10}, {"O_Heli_Transport_04_covered_EPOCH",10}, {"B_Heli_Transport_03_unarmed_EPOCH",10}, {"jetski_epoch",15}, {"K01",0}, {"K02",0}, {"K03",0}, {"K04",0}, {"ebike_epoch",30}, {"mosquito_epoch",0}, {"B_Truck_01_fuel_F",10} }; // Traders taxRate = 1.5; // controls the price increase for purchases starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick", "C_Quadbike_01_EPOCH" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 10 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity. NPCSlotsLimit = 7; // Max number of traders static or dynamic. Warning! Higher the number lower performance. forceStaticTraders = true; // disables traders moving from work to home // Markers SHOW_TRADERS = true; // Show locations of traders SHOW_JAMMERS = false; // Shows location of base jammers SHOW_BOATLOOT = false; // Shows the location of shipwreck loot DEBUG_VEH = false; // DEBUG ONLY used to debug spawing of vehicles // Hive Related expiresBuilding = "999999999999"; // expiration date in seconds for buildings expiresPlayer = "999999999999"; // expiration date in seconds for players expiresBank = "999999999999"; // expiration date in seconds for players bank expiresVehicle = "999999999999"; // expiration date in seconds for vehicles hiveAsync = true; // true = asynchronous hive calls (non blocking), false = synchronous hive calls (blocking) Can anyone see what might be set incorrectly? Or is this perhaps a bug in 3.0.1? Link to comment Share on other sites More sharing options...
theexec777 Posted March 26, 2015 Report Share Posted March 26, 2015 Not sure about the events, but as for vehicles comment that line or remove it completely. Link to comment Share on other sites More sharing options...
VAKE Posted March 26, 2015 Author Report Share Posted March 26, 2015 Ok, I'll try that. Thanks. I got the events to stop spawning by setting the number of seconds to an amount greater than 4 hours (>14400), since I set the server to restart every 4 hours. I haven't seen any sappers yet, but UAVs still spawn regardless whether I am looting or just loitering/camping. Link to comment Share on other sites More sharing options...
Hippeh Posted March 26, 2015 Report Share Posted March 26, 2015 This might be related, from the changelogs: [Added] Antagonists spawn system overhaul with spawn bias system. (Documentation link) [Changed] Antagonists spawn system overhaul. (Documentation link) [Changed] Chance to spawn sapper every 5 minutes (max of 3 within 800m). Chances increase while in a city and if the player is soiled. [Changed] Chance to spawn drone when player fires weapon (max of 3 within 800m). Chances increase while in a city and are reduced if player uses a silencer. Link to comment Share on other sites More sharing options...
VAKE Posted March 26, 2015 Author Report Share Posted March 26, 2015 Possibly, but I hadn't fired my weapon when the UAVs were showing up. Link to comment Share on other sites More sharing options...
VAKE Posted March 27, 2015 Author Report Share Posted March 27, 2015 I've pretty much disabled the events and antagonists that spawn when you loot. Now it's just the camping feature that spawns them in, which by itself is still a lot of AI. I've also noticed that when a lot of players are on, my server has little lag spikes. I'm assuming this is from the camping feature running the script on each player and spawning UAVs and Sappers in. If this is the case, it is another reason why I'd like the option to disable the camping feature implemented in 0.3.0.1. KPABATOK 1 Link to comment Share on other sites More sharing options...
Fog Horn Posted March 27, 2015 Report Share Posted March 27, 2015 my server has little lag spikes. This also happens when weather events change , always has . Link to comment Share on other sites More sharing options...
VAKE Posted March 27, 2015 Author Report Share Posted March 27, 2015 Another reason I was hoping to set the weather to clear with no change, but that seems to break building and the debug menu. My time multiplier is also set to 1 to reduce FPS lag caused by huge time changes. Link to comment Share on other sites More sharing options...
happydayz Posted March 27, 2015 Report Share Posted March 27, 2015 The lag spikes occur when weather is not changing. Notice it on Mells and now it's happening to us. I suspect it's all tha ai now running around everywhere Link to comment Share on other sites More sharing options...
AekaGSR Posted April 26, 2015 Report Share Posted April 26, 2015 Whenever I make changes to this file, loot containers are no longer spawning. Link to comment Share on other sites More sharing options...
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