DayZ
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Vaulcan Sep 22, 2018 @ 11:23am
how to turn off/on zombies
I havint found a clear way to do this yet, i'd like to turn the zombies off but maybe on again at a later stage. anyone done this yet and could they show how?
Originally posted by SmashT:
Originally posted by Vaulcan3CB:
ah I see, all at "0" might work. do I need to re-pack and replace the file or add as folder after maybe?

You just copy the file and paste it back into the PBO / PBO Manager to repack it.

I assume you could also just delete nearly all the locations in there to make it easier to edit all the numbers, haven't tried that though.
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Showing 1-15 of 20 comments
R[e]venge®-uk* Sep 22, 2018 @ 4:28pm 
... Wait for someone to "mod" it for you ...
Vaulcan Sep 23, 2018 @ 3:22am 
Well that will happin in due time though im sure there are some who have found the right area to edit the code you see..
Last edited by Vaulcan; Sep 23, 2018 @ 3:22am
SmashT Sep 23, 2018 @ 3:30am 
There might be a better way to do it, but I was increasing zombie numbers by opening/unpacking

DayZServer\addons\worlds_chernarusplus_ai

Open zombie_territories.xml and change the dmax and dmin values for each spawn zone.

<zone d="2" r="90" z="14634.2" x="7992.86" dmax="10" dmin="5" smax="5" smin="3" name="InfectedArmy"/>

Save/Copy/Pack back into pbo

dmax/min = dynamic zombie spawns
smax/min = static zombie spawns

Here's the result of increasing those numbers:

https://steamcommunity.com/sharedfiles/filedetails/?id=1520589289
https://steamcommunity.com/sharedfiles/filedetails/?id=1520593887
Last edited by SmashT; Sep 23, 2018 @ 3:44am
Vaulcan Sep 23, 2018 @ 3:33am 
ah I see, all at "0" might work. do I need to re-pack and replace the file or add as folder after maybe?
The author of this thread has indicated that this post answers the original topic.
SmashT Sep 23, 2018 @ 3:39am 
Originally posted by Vaulcan3CB:
ah I see, all at "0" might work. do I need to re-pack and replace the file or add as folder after maybe?

You just copy the file and paste it back into the PBO / PBO Manager to repack it.

I assume you could also just delete nearly all the locations in there to make it easier to edit all the numbers, haven't tried that though.
Vaulcan Sep 23, 2018 @ 3:56am 
I just changed them all lol will report the results shortly mate cheers
Vaulcan Sep 23, 2018 @ 6:39am 
It worked! thanks loads for the kind help Smash.
Kisamefishman Sep 23, 2018 @ 6:52am 
Man you wanna get rid of the zombies you don't want this to happen https://steamcommunity.com/sharedfiles/filedetails/?id=1224738641 . if the picture doesn't load its me running from a horde of zombies on dayz
SmashT Sep 23, 2018 @ 7:18am 
Originally posted by KisameFishman:
Man you wanna get rid of the zombies you don't want this to happen https://steamcommunity.com/sharedfiles/filedetails/?id=1224738641 . if the picture doesn't load its me running from a horde of zombies on dayz

That's not a horde :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1520794564
Last edited by SmashT; Sep 23, 2018 @ 7:20am
SmashT Sep 23, 2018 @ 11:32pm 
I think if the dmax and dmin are equal to 0 within territory xml file then it will use those from the mpmissions events.xml otherwise no animals would spawn (theirs territory files got smin smax dmin dmax all with 0 value)

So if you are still finding zombies when changing all their values to 0 in territory xml, you might need to change them to 0 in events.xml also.
Derleth Sep 24, 2018 @ 12:04am 
Originally posted by SmashT:
That's not a horde :)

https://steamcommunity.com/sharedfiles/filedetails/?id=1520794564
That is exactly how I want it to be. Not everywhere, not all the time, but that should definitely be happening now and then to shake things up a bit, and be more or less standard around heli crashes and other military hotspots.

Imagine this: Heli doesn't just spawn crashed on the ground, they come flying down in flames crashing to the ground (was like that in the mod, no?) with a lot of noise. A couple of dozen or so infected in the vicinity come running from all directions and end up shuffling about confusedly around the wreck. A loner or small group could try luring them away to get to the loot, a well armed squad could go for the more genocidal approach. Anything goes.

And they need to be buffed again. First few 0.63 builds infected were dangerous, but ever since experimental launch they've been practically harmless and in the latest build they barely aggro at all and lose interest way too fast.
Last edited by Derleth; Sep 24, 2018 @ 12:05am
</FuZe> Sep 26, 2018 @ 6:56am 
Originally posted by SmashT:
There might be a better way to do it, but I was increasing zombie numbers by opening/unpacking

DayZServer\addons\worlds_chernarusplus_ai

Open zombie_territories.xml and change the dmax and dmin values for each spawn zone.

<zone d="2" r="90" z="14634.2" x="7992.86" dmax="10" dmin="5" smax="5" smin="3" name="InfectedArmy"/>

Save/Copy/Pack back into pbo

dmax/min = dynamic zombie spawns
smax/min = static zombie spawns

Here's the result of increasing those numbers:

https://steamcommunity.com/sharedfiles/filedetails/?id=1520589289
https://steamcommunity.com/sharedfiles/filedetails/?id=1520593887

Can I use same method for animals?
@</FuZe>
yes
but you need to change in globals.xml:
<var name="AnimalMaxCount" type="0" value="200"/>
when you use more Animals or Zombies:
<var name="ZombieMaxCount" type="0" value="1000"/>
Last edited by oh_tschiii_android; Nov 25, 2023 @ 3:33pm
_KC76_ Nov 25, 2023 @ 3:40pm 
Originally posted by Andro ID Gaming:
@</FuZe>
yes
but you need to change in globals.xml:
<var name="AnimalMaxCount" type="0" value="200"/>
when you use more Animals or Zombies:
<var name="ZombieMaxCount" type="0" value="1000"/>

2018 .. This thread is FIVE YEARS old .. I'm sure they figured it out by now :steamfacepalm:
Caxton Gibbet Nov 26, 2023 @ 9:51am 
Originally posted by KingConrail:
Originally posted by Andro ID Gaming:
@</FuZe>
yes
but you need to change in globals.xml:
<var name="AnimalMaxCount" type="0" value="200"/>
when you use more Animals or Zombies:
<var name="ZombieMaxCount" type="0" value="1000"/>

2018 .. This thread is FIVE YEARS old .. I'm sure they figured it out by now :steamfacepalm:

Yeah, and on top of that their advice is actually very wrong and will achieve nothing.

Just in case anyone else comes across this...

Changing the globals.xml value will not work,
that value is for total infected across the whole server, and as you need players to trigger infected spawns, you'd need a lot of players triggering a lot of spawns at the same time for that value to ever come into effect.

to increase infected, or animal spawns, you need to edit Dmax and Dmin values in the appropriate territories.xml, found in...

\Steam\steamapps\common\DayZServer\mpmissions\Relevant_map_name\env
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Date Posted: Sep 22, 2018 @ 11:23am
Posts: 20