Re: RELEASE: DayZ BreakingPoint 1.7.6.1 Chernarus 2.0.

Posted by Chase on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DayZ-X-1-8-0-3-Update-0-1-17-02-2014-UPDATED-MIRRORS-2025-tp3034p5095.html

Ok, again I am in need of help :(

I browsed earlier mods by un-pboing them (DaiZy_v042c and DaiZy_Wasteland) and checked their maps to see how it looks like with the trigger points for vehicle respawns and eventually mimic them in my own version. However I did notice that there were no triggers for spawning vehicles in neither of the 2 maps, yet they both have a functioning random vehicle spawning system (The Wasteland one being a lot faster in respawns). I could only find trigger points for spawning Survivors (doSomething_survivor.sqf) bandits (doSomething_bandits.sqf) and spawning heli crashes (doSomething_wreck.sqf) and according init-lines when entering the trigger areas. I took a wild guess and assumed that the files "doSomething_vehicle.sqf" and "doSomething_vehicle_fixed.sqf" were the scripts for spawning vehicles, so I copied them to the scripts/mission/fnc folder in my mod and also edited the "mission_function.sqf" file by adding the lines:

fnc_doSomething_vehicle = compile preprocessFileLineNumbers "scripts\mission\fnc\doSomething_vehicle.sqf";
fnc_doSomething_vehicle_fixed = compile preprocessFileLineNumbers "scripts\mission\fnc\doSomething_vehicle_fixed.sqf";

No luck though, since I´m totally clueless in this matter, I have no idea what I could´ve missed :/