In this thread, I will tell you a little about the information leaked to the network about how to correct spawn of wolves on the server DayZ 0.61.
You will need:
1. Pbo Manager
2. UnRap
3. The server part of the game (with the exclusion from checking the signatures on the exe file, in my file x this is already present)
4. Your text editor (Better Notepad ++ ), or your own software for editing cpp files.
Instruction:
1. Go to the server folder, then in Addons and unpack the file worlds_chernarusplus_ai.pbo via Pbo Manager
2. We go to the folder:
your server \ Addons \ worlds_chernarusplus_ai \ spawner
and drag the file named config.bin to the UnRap program . We get a new file called config.cpp
3. Open the file config.cpp via NotePad ++ or any of its editor.
4. Find the string HerdWolf
5. Rule parameters:
herdsCount - This parameter is responsible for the total number of wolf groups on the map. It must be corrected by a number other than 0.
Further in this class there are subclasses AgentTypeMale and AgentTypeFemale .
AgentTypeMale has the parameters countMin and countMax , these parameters are responsible for the number of white wolves (leaders) in one group
AgentTypeMale is similar to the upper class, but only for gray wolves
We change the parameters countMin and countMax in these groups at our discretion. This is respectively the minimum and the maximum number of wolves in one group.
6. Remove the config.bin and make sure that in the open you have a folder config.cpp lies
7. Pack the worlds_chernarusplus_ai.pbo again through the Pbo Manager ( do not forget to make copies of the modified files just in case before packing )
8. Run the server, try.Also, do not forget that the configuration of spawning wolves depends on 2 types.xml files and event.xml in the db folder in your mpmission on the types of wolves in the game
you can edit them
1. First of all, open our server mission folder in MpMissions ,go to the db folderand open the file namedtypes.xml with anotepad(I advise you to open Notepad ++).
2. Let's analyze the example of one of the blocks (the principle is one for all blocks and the same).
Let's choose, for example, this block. Here's what we have here:
<type name = "P1" > <! --- Where 'P1' is indicated is a cool thing. Those. the server's internal server code that the server recognizes is exactly this particular thing. A list of such classes can be found on the Internet manually .--> <nominal> 20 </ nominal> <! --- The number 20 is the most probable amount of this thing that will be available on the server on the server as a whole, if there is a shortage of things on the server, or vice versa, if the thing on the server already has so many or more. The number 20 is not a specific quantity, but only the most probable value that the server will choose itself. A concrete value can not be assigned .--> <lifetime>
<! - The number 8500 is the life time of the thing on the server from the moment of its spawn to the moment of its removal (and the subsequent it is oversleep if the server decides that it is necessary). The number, as I understand it, is indicated in seconds. In the event that someone has interacted with the thing of this one, the seconds counter before it is deleted and rescheduled is discarded, and the countdown of this time begins .---> <restock> 500 </ restock> <! - Unknown to me parameter --- > <min> 10 </ min>
<! --- Number 10 is the minimum allowed amount of this item that will be present on the server as a whole. It operates according to the principle with the nominal parameter above. The number 10 is not a specific quantity, but only the most probable value that the server chooses itself. In other words, the minimum range limit. A concrete value can not be assigned .--> <max> 100 </ max>
<! --- Number 100 is the maximum allowed number of this item, which will be on the server as a whole. It operates according to the principle with the nominal parameter above. The number 100 is not a specific quantity, but only the most probable value that the server chooses itself. In other words, the maximum range limit. You can not assign a specific value. The server itself generates the amount of this item in the loot of this thing on the server as a whole at the first server start, and this number saves .--> <quantmin> -1 </ quantmin> <! - Unknown parameter ---> < quantmax> -1 </ quantmax> <! - Unknown parameter unknown to me ---> <cost> 100 </ cost> <! - Unknown to me parameter --->
</ flags> <! - Unknown parameter ---> </ type>
Perhaps there are some other options for writing to this file.
In the classrooms in this file are entered not only things, but also the classics of helikrashes, animals, zombies and other things (even the transport is there). Roughly speaking, this is the table of everything that will spawn on the server at all.
3. Now open the file events.xml the same way.
4. We will analyze on an example of such here a block in this file. Indicators that are in types.xml and there are duplicated here, I will not copy them. (which workers do not know, we indicate them both there and there)
<event name = "VehicleTransitBus" > <! --- Everything is the same in the usual way, but not the object, as I understand, but the category of objects. From where he did not study the title. -> <waves> 3 </ waves> <! --- Unknown parameter to me -> <nominal> 5 </ nominal> <! --- See comments in types above -> <min> 3 </ min> <! --- See comments in types above -> <max> 5 </ max> <! --- See the comments in the types above -> <lifetime> 25000 </ lifetime> <! - - See the comments in the types above ->
<! --- See the comments in the types above -> <saferadius> 1000 </ saferadius> <! --- The radius of the spawn of the loot is about the volume, relevant to helikrashes. -> <distanceradius> 2000 </ distanceradius> <! --- Radius, in which, as I understand, objects of this type will not appear next -> <cleanupradius> 0 </ cleanupradius> <! --- Radius in meters, at a distance which will disappear zombies and loot, departing from the object arbitrarily. -> <deletedamaged> 1 </ deletedamaged> <! --- Actual for machines, I think, from the name it is clear what it is. -> <flags> 262400 </ flags> <!
<! --- Simple category -> <child flags = "0" lootmax = "3" lootmin = "0" max = "5" min = "5" type = "TransitBus" /> <! --- Strange object that belongs to this type of event server, in the minimum-maximum loot parameters of the object or in the object, and the number of objects on the same type of Serre. -> </ children> </ event>
5. Now let's analyze server.xml and globals.xml
In the first file, the configuration of working with the official server database, such as the time of data synchronization between the game client and the server, the life time of the corpses after death, and the queuetime parameter , which does not work (this is the wait waiting time before the spawn, disabled because of the technical possibility, to the server at all).
In the second file, respectively, we have the parameters of the zombie spawn, the distance for the dynamic spawn of zombies on the player, and some other settings, the meaning of which I still do not understand.
After editing all these settings, do not forget that if you have a storage folder and there are the same database bin files in the server's storage folder, then your settings will not be applied when the server is started, since they are then read from your storage -directories. Therefore, if you want to apply these settings, you will either need to delete the entire storage directory, or specifically these files!
But remember, if you delete files, make copies of the database before deleting, because the files in the storage folder are interrelated, and there is always the risk of deleting one file, calling a wipe or resuming one of the elements on the server (this is noticeable when the server starts in its console in the loading of files with multiple serious damaged).