DayZ
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Preferred Respawn - Experimental
   
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Type: Mod
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250.811 KB
Nov 9, 2023 @ 7:13pm
Feb 1 @ 5:53am
24 Change Notes ( view )

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Preferred Respawn - Experimental

Description
Since survivors can respawn-cycle (choose a spawn location by repeatedly F11-ing), why not automate the process in a fair and elegant way? While waiting for their preferred respawn, players could use that precious time to grab a coffee, stretch, or do whatever they feel like.

Features


  • This is not a traditional "spawn select" mod. This one attempts to maintain the vanilla time a player takes to get a specific spawn location.
  • The option to select a location only appears at respawns (not at spawns).
  • Minimalistic vanilla UI change.
  • Fewer F11s around the spawn areas, resulting in less clutter and improved FPS.
  • Extra: the mod can be configured to work as a "traditional spawn select".


How it works


If a survivor opt-in for a preferred respawn location in the countdown screen (as seen in the screenshot at the top), its character won't respawn until the selected location is drawn by the default/vanilla algorithm. That means that the respawn routine is launched again every time an undesired location is drawn and thus players have to wait for the vanilla countdown time (e.g. 15s) for every new draw.

If the survivor does not opt-in (default setting), it respawns after the first countdown time at a random location just as vanilla. It is also worth mentioning that players are free to choose a new location in between draws.

Optionally, It is possible to add an extra time to the countdown with the purpose of taking into account the time that a player spend F11-ing. This extra time takes effect only from the second draw onward, as players don't have to F11 when they get the desired location on the first draw.


Setup


Spawn locations
The mod automatically generates a default configuration for Sakhal, Chernarous, Livonia, Namalsk, and Deer Isle. Therefore, no additional action is needed when installing the mod for these maps, provided that the cfgplayerspawnpoints.xml is similar to the unmodified/vanilla version. If there are significant differences, adjustments are necessary.

If changing the default configuration or creating a new one for a different map is desired, the server should be run once after installing the mod. This will generate the config files, which can then be used as a reference for editing. These files are located in the <profile\config directory>\PreferredRespawnTest.

Please note that that the coordinates in .SpawnZones.json do not replace the spawn points found in cfgplayerspawnpoints.xml. Instead, each location entry in .SpawnZones.json represents a general area of the map and corresponds to an option in the "preferred respawn location" selector on the countdown screen.

A valid scenario would involve having a single location entry representing a village in .SpawnZones.json, with two or more spawn points for that same village in cfgplayerspawnpoints.xml. This way, when a player selects to respawn in that village, any of the spawn points near the selected location coordinates will be taken as a valid respawn position for the village selection.

Although the settings in the files mentioned above do not represent the exact same concepts (locations vs. spawn points), they should remain coherent with each other; typically, a location should represent either a cluster of neighboring spawn points or a single spawn point.

"Traditional" Spawn Select
When noRedraws is set to true in .Settings.json, the vanilla mechanism for the selection of spawn points is replaced, and players spawn instantly in the selected location after the first countdown reaches zero in the countdown screen. In this mode, the settings in cfgplayerspawnpoints.xml are ignored for respawns, and players originate within 30m (~= 100ft) radius from some point specified in the .SpawnZones.json.

Additionally, when this mode is enabled, it is possible to append extra points to each location in the .SpawnZones.json. This means that when a player selects a location in the countdown screen, one of the points from the selected location is randomized as the final one where the player will respawn.

Example of a .SpawnZones.json with two locations and three spawn points for each:
[ { "name": "Location_1", "centralPoint": [1100.0, 1100.0, 1200.0, 1200.0, 1300.0, 1300.0], "excludeFromRandom": 0 }, { "name": "Location_2", "centralPoint": [2100.0, 2100.0, 2200.0, 2200.0, 2300.0, 2300.0], "excludeFromRandom": 0 }, ]
Location_1 spawn points: <1100.0, 1100.0>, <1200.0, 1200.0>, <1300.0, 1300.0>;
Location_2 spawn points: <2100.0, 2100.0>, <2200.0, 2200.0>, <2300.0, 2300.0>;


Conditions


  • Repacking this mod is prohibited.
  • Redistributing parts or the entirety of the contents of this mod is prohibited.
  • You can use this mod on monetized severs if you have BI approval and the contents of this mod are not part of the monetization.
  • This item is not authorized for posting on Steam (i.e. reuploaded, repacked) or any other platform, except under the steam account Akol.

Copyright 2023-2025 Akol.


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Donations are not expected, but they are greatly appreciated!
Popular Discussions View All (2)
0
Oct 8, 2024 @ 10:13am
PINNED: Submit a translation proposal (form)
Akol
0
Nov 13, 2024 @ 1:58pm
Server Using This Mod
Trovous
29 Comments
Akol  [author] Oct 23, 2024 @ 8:40pm 
@Traqu, thank you for your input.

The vanilla game localization for the word "attempts" was used, but it turns out that it hasn’t been translated. We will fix that in the future.

Regarding the town names, you can open the sakhal.SpawnZones.json file to edit them. Feel free to name them whatever suits your server best.
Traqu Oct 22, 2024 @ 3:19pm 
Attempts field doesn't have localisations to it (minor severity)
Certain locations have spelling issues (moderate severity)
- Sumnoe → Shumnoye
- Vajkovo → Baikovo
- Rybnoe → Rybnoye
- Jevai → Evey (about this one I would translate it as Evai; it literally says Ewaj)
- Jasnomorks → Yasnomorsk (here if you don't wanna change last two letters are replaced regardless)
- Sovetskoe → Sovetskoye


The locations I gave you are 1:1 (except Evey/Jevai) from https://dayz.xam.nu

They are more international sounding and softer, also are on map so esasier for people to look up where they are.

No idea how about izurvive
Traqu Oct 22, 2024 @ 2:41pm 
Lovely, cheers
Akol  [author] Oct 22, 2024 @ 6:31am 
@Traqu, the last update adds the default configuration for Sakhal. If no sakhal.SpawnZones.json is found, the default files will be generated during server launch.
Akol  [author] Oct 17, 2024 @ 4:41am 
@Traqu, yes, sometimes when the game is updated, it resets user preferences, including the custom character.

Yes, we plan to add a default configuration for Sakhal. It’s important to note that the mod should work with any map; it simply requires configuring the settings for that map. Anyone can do this by creating the appropriate JSON files.
Traqu Oct 17, 2024 @ 3:20am 
Must have been some issue on my side then, still occurs with mod disabled.

Are you planning on adding files for Sakhal?
They have different spawns, like one big zone and no groups and I am unsure how I would prepare the config.
Δ$#Ʞ↑№₷ ֎ Super Friendly Oct 16, 2024 @ 10:51pm 
Best mod ever? Perhaps.
Akol  [author] Oct 14, 2024 @ 11:17am 
@Traqu, the CUSTOM and RANDOM selection shouldn't be affected by this mod.
Traqu Oct 14, 2024 @ 11:02am 
Would it be possible that this mod blocks respawning as CUSTOM character and not RANDOM?
I keep spawnign for some reason as different character each time, not sure if related
Akol  [author] Oct 14, 2024 @ 7:48am 
@ScumRat, that is expected, it will restart the loading screen until the game draws a location that matches the one that has been selected. If you dislike that, you can also enable the "noRedraws" setting, so players always respawn after the countdown reaches zero for the first time.