Posts by Nghtrdr1

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    Validating your files before you upload them to the server is a must. A simple extra space can cause issues. Never make changes while your server is online and using a phone/tablet to mod the files should be avoided. Spawning in items is not difficult at all but it is sometimes trial and error. Finding the right location can be a pain at times. Use Izuvive (free) to get cords.

    You can also use your logs to get cords by either standing still for 5mins, placing a crate or barrel, having someone hit you. This creates an event log in your logs which will give you the location of the event. This is the most accurate way to get cords.

    Changes are not always immediate. Changing items from damaged to pristine can take days and days before you find everything pristine.Assuming you changed the cfgspawnabletypes.xml to have items spawn in pristine. The old loot must despawn before the new loot can come in. This is not an issue in any way. Dayz vanilla by design has certain items rare than others, again this is by design. You can change this by increasing what ever items you wish in the types.xml file.


    Hope this helps

    The current version of dayz is v1.12.153840. A v1.12 patch should be released this week.
    If all your loot has stopped, you have an error in your modded files somewhere. Typically since your loot has stopped the error is in the types.xml.
    Validate all files before uploading them after making changes. Keep in mind not all errors are detected using a validator. Spelling and extra spaces are among the most common errors that can kill a file being read by the server and is not detected by validators. You can compare your modded file to the vanilla to find these types of errors. If your using note++ add "compare" under plugins/admin.
    All this is of course if your using a pc to make changes!

    There are many reasons items do not spawn. We would need more info in order to help you.
    Are you using events to spawn items?

    What are you trying to spawn?
    Can you share the syntax with us?

    There can be many reasons an event stops spawning in. The most common is something is in the way. Could be another event, loot item, ect...
    Try resetting the event by changing <active>1</active> to <active>0</active> in events.xml. Make sure your server if offline when making changes. Once you have restarted the server after that change the event will have been stopped. Now restart it again by changing <active>0</active> back to <active>1</active> and start your server. See if it spawns back in. If not try changing the cords by small increments (0.01) to see if it will start spawning.
    If you have too many items in the area it could interfere with the event. I have had events stop working simply because i placed a crate close by. Move the crate and the event spawns again.

    As stated there is an error in one of your files you modded. Most likely spawnabletypes since its the main file used for assigning attachments. If your using note++ add the plugin "compare" from the plugins/plugin admin tab and then compare the vanilla file to your modded. Look for anything that out of place like an extra space, extra character, ect... Compare will highlight any differences in the files.

    Hope this answers you question


    <dynamic init="1" load="1" respawn="1" save="1"/> event spawns, tents, containers etc.

    <animals init="1" load="0" respawn="1" save="0"/> bears, wolves etc.

    <zombies init="1" load="0" respawn="1" save="0"/> infected

    <vehicles init="1" load="1" respawn="1" save="1"/> cars

    <randoms init="0" load="0" respawn="1" save="0"/> dynamic events like helis

    <custom init="1" load="1" respawn="1" save="1"/> mapgroouppos and init and territories

    <building init="1" load="1" respawn="1" save="1"/> buildings in the map

    <player init="1" load="1" respawn="1" save="1"/> player information


    1 is on, 0 is off

    init=initial load up

    load=object spawns

    respawn=respawn

    save=save

    Just a little info for ya.
    A deathmatch server has all unnecessary items removed from the server. This includes things like cars, some types of clothing,ect.. The spawn points are at a set location only and there is no items beyond this location. All this is to help eliminate lag for the players. Adding 8x loot to the whole map will cause some serious issues for you. Also know consoles do not have traders. This is a mod for pc only. Console owners do not have access to the files that control things like stamina, so thats out as well. If you are getting info from watching youtube, please now most of those are on pc running mods.
    If someone is willing to modify files for please dont pay for them. You can learn to do this yourself or get discord as there are a few nice servers out there sharing info and files. Also do not give access to anyone to mod your server!

    Good luck

    The file cfgspawnabletypes.xml controls the items an attachments. Simply add the attachment to the item. In your case you would add the nvg to the tactical helmet like so. This can be used for anything that uses attachments such as flashlights, optics, rangefinder, ect...


    <type name="Mich2001Helmet">

    <attachments>

    <item name="NVGoggles" />

    </attachments>

    <attachments>

    <item name="Battery9V" />

    </attachments>

    </type>


    Now this does not work the same when adding items to npc's. You have to add the items individually as no attachments will spawn on items with npc's. Here is one of my npc's. You will notice item placement does matter sometimes for certain items. I played around with the placement of the deagle and knife and in doing so got the mag to go in the gun and the gun to go into the holster. same for the knife. I have not been able to get them to attach to the belt though. The idea here is play with the attachments location in the file to get it to go where you want. Also take note of the space each item has. anything over the available space wont spawn. To spawn an npc we need 3 files, cfgeventspawn.xml, events.xml and cfgspawnabletypes.xml. The cfgspawnabletypes tells the server what items to spawn on the npc, events.xml tells the server what the event is and cfgeventspawns.xml says where to spawn it.


    cfgspanabletypes.xml (add to your file)


    <type name="SurvivorF_Keiko">

    <attachments>

    <item name="HuntingJacket_Summer" />

    </attachments>

    <attachments>

    <item name="HunterPants_Summer" />

    </attachments>

    <attachments>

    <item name="SmershVest" />

    </attachments>

    <attachments>

    <item name="GhillieHood_Woodland" />

    </attachments>

    <attachments>

    <item name="GhillieHood_Woodland" />

    </attachments>

    <attachments>

    <item name="GhillieSuit_Woodland" />

    </attachments>

    <attachments>

    <item name="CombatBoots_Green" />

    </attachments>

    <attachments>

    <item name="TacticalGloves_Green" />

    </attachments>

    <attachments>

    <item name="BandanaMask_CamoPattern" />

    </attachments>

    <attachments>

    <item name="BandanaMask_CamoPattern" />

    </attachments>

    <attachments>

    <item name="NVGHeadstrap" />

    </attachments>

    <attachments>

    <item name="NVGoggles" />

    </attachments>

    <attachments>

    <item name="MilitaryBelt" />

    </attachments>

    <attachments>

    <item name="PlateCarrierHolster" />

    </attachments>

    <attachments>

    <item name="NylonKnifeSheath" />

    </attachments>

    <attachments>

    <item name="AKM" />

    </attachments>

    <attachments>

    <item name="Mag_AKM_Drum_TEST" />

    </attachments>

    <attachments>

    <item name="PSO11Optic" />

    </attachments>

    <attachments>

    <item name="UniversalLight" />

    </attachments>

    <attachments>

    <item name="AK_RailHndgrd_Black" />

    </attachments>

    <attachments>

    <item name="AK_PlasticBttstck_Black" />

    </attachments>

    <attachments>

    <item name="ASVAL" />

    </attachments>

    <attachments>

    <item name="Deagle_Gold" />

    </attachments>

    <attachments>

    <item name="Mag_Deagle_9rnd" />

    </attachments>

    <attachments>

    <item name="CombatKnife" />

    </attachments>

    <attachments>

    <item name="Mag_VAL_20Rnd" />

    </attachments>

    <attachments>

    <item name="ACOGOptic" />

    </attachments>

    <attachments>

    <item name="SmershBag" />

    </attachments>

    <attachments>

    <item name="AmmoBox_357_20Rnd" />

    </attachments>

    <attachments>

    <item name="Ammo_9x39AP" />

    </attachments>

    <attachments>

    <item name="Ammo_9x39AP" />

    </attachments>

    <attachments>

    <item name="BandageDressing" />

    </attachments>

    <attachments>

    <item name="BandageDressing" />

    </attachments>

    <attachments>

    <item name="SalineBagIV" />

    </attachments>

    <attachments>

    <item name="Battery9V" />

    </attachments>

    <attachments>

    <item name="Battery9V" />

    </attachments>

    <attachments>

    <item name="Battery9V" />

    </attachments>

    </type>


    Events.xml (add to your file)


    <event name="ItemGuard1">

    <nominal>1</nominal>

    <min>1</min>

    <max>1</max>

    <lifetime>120</lifetime>

    <restock>0</restock>

    <saferadius>0</saferadius>

    <distanceradius>0</distanceradius>

    <cleanupradius>0</cleanupradius>

    <flags deletable="0" init_random="0" remove_damaged="1"/>

    <position>fixed</position>

    <limit>child</limit>

    <active>1</active>

    <children>

    <child lootmax="0" lootmin="0" max="1" min="1" type="SurvivorF_Keiko"/>

    </children>

    </event>


    cfgeventspawns.xml (add to your file adjust the coords to where you want it to spawn)


    <event name="ItemGuard1">

    <pos x="2748.6" z="9468.0" a="90.0" />

    </event>

    You wont gt them exactly synced. Automated tasks settings for minutes is from 1-10mins. So the timing cane be off by that much from reset to reset. Do as HecticXB stated and play with the time to get it as close as possible. Also keep in mind there can be issues with the server stopping using messages.xml to set the restarts so make sure the automated task kicks in first.

    Hi,


    I have whitelist activated, but can't find any whitelist file on my FTP (Xbox server).
    I'm looking to update whitelist through API but how can I access it as I only see this list in Settings > General


    Thanks

    Located at DayzOffline.Chernarusplus/Whitelist.txt

    Make sure each gamertag is on its own line

    You can modify the zombie_territories xml found in the env folder of your server. Note ++ is what most use. You can change locations as well as adjust how many by changing the dmin/dmax numbers. If you have not done any modding i would highly suggest caution as one simple mistake in the files can cause serious issues. Always keep a backup of any files you change.

    There are youtube vids as well as other sources for info on this. This can be very involved so I wont go into any more detail here

    There are several ways to do this. I like this way the best as it simply adds them as hats on random zeds.
    Add the lines to cfgrandompresets xml under any hats presets. adjust the percentage and your done. I have included santa hat, great helm and pumkin helmet as well. simply use the ones you want. Head torch black is the red one. Grey is white.

    Hats presets:

    <attachments chance="0.30" name="hatsVillage">
    <attachments chance="0.30" name="hatsCity">
    ect..
    Add he following lines you want and adjust:

    <item name="PumpkinHelmet" chance="0.10" />

    <item name="GreatHelm" chance="0.10" />

    <item name="SantasHat" chance="0.10" />

    <item name="Headtorch_Black" chance="0.20" />

    <item name="Headtorch_Grey" chance="0.20" />

    I would also recommend changing Type xml "seachest"

    <nominal>0</nominal>

    <min>0</min>


    This will prevent your seachest full of loot spawning on the map at is normal spawns other than your event location