Changes to the loot system, and why loot only spawns in vanilla Chernarus buildings.

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Changes to the loot system, and why loot only spawns in vanilla Chernarus buildings.

Tommygun9504
At the moment, DaiZy uses the same loot system as DayZ, where a player enters a 30 to 120 metre radius of a loot spawn, the loot spawn becomes assigned to the player, and it takes 10 minutes for the script to activate.

The code for the system in question is located in dayz_code.pbo, in player_spawnCheck.sqf, can be easily found by using the classic CTRL+F and searching for one of the following, excluding quotations. "30" "120" "10" "looted" "cleared"

What I propose is that the radius is extended or the timer lowered.

Now, for the second point.

Just in case it's not known already, different versions of DayZ for different islands, like Lingor, Takistan, and Fallujah being the biggest examples, have separate loot algorithms, detailing loot spawn points inside particular buildings, denoted by classname.

To my knowledge, DaiZy only utilises the algorithms of Chernarus. For example, for Takistan, if DaiZy was made to use the loot algos of DayZ Takistan available through DayZ Commander, loot would spawn inside the buildings that we DON'T see on Chernarus as well as the ones we do, making DayZ on Takistan more authentic, such that we rely less on camping airfields, looting tents and vehicles, killing bandits or god forbid, other survivors for loot.

Another thing I'd like to bring to light is that DayZ Lingor uses more survivor skins from the PMC DLC than just the classic baseball cap guy. I wonder if that could be implemented?
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Re: Changes to the loot system, and why loot only spawns in vanilla Chernarus buildings.

Above
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I don't know what one of us are missing. But I've tested DaiZy Chernarus, and Lingor and Panthera (aswell as the online versions). And loot spawns in all loot buildings, no matter if it's a chernarus building or not. :S