Closed exm316 closed 5 years ago
Its planned to be removed
Also - can this be run server side only for the admin control features? Obviously the client side functions will not work or be available for players!
We no longer support the standalone admin controls, sorry. Maybe in the future when we have more time to make it standalone. By the way, I am, Dr. Eric Foreman. The old way of doing building spawns was harder to configure, so all you need is the values that you used inside of CreateObject(); Those would be: string building_name, sting location, string orientation. I provided my example inside of tunables.c, just copy and paste that how many time you want, and change to the location and the orientation for each building.
Thats cool..... But if a player does not have the mods installed will they still be able to join the server?
Also last thing, hopefully, how do you bring up the map functions etc?
No, they need to use the steam workshop, and dayz launcher/start up command to download and launch the game with the add-on. They will be kicked for modified data.
OK... I can still join my server even with the mods installed and running on it without having them loaded. This is kinda what I want as I don't want to isolate players who don't use the launcher!
Obviously they do not get the loadout and spawn options though....
Definitely the last thing - I spawn my buildings in COM and the copy the coordinates etc. from this - is there an easy way to convert the copied data into your new format, or is it a case of manually converting?
All the information you world normally put into Create Object, goes into SpawnedBuilding, they take the same data.
Just add more lines of spawned buildings to the function in tunables.c and change your values.
Am I correct in thinking that the old BuildingSpawner.c is now null and void? and do you now add the buildings and locations at the bottom of Tunables.c?
mpmissions\DayZSurvival.chernarusplus\ScriptedMods\Modules\Misc
If so should this be removed or left in place?