Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That way you can test the items if you wanna gauge their potential and a reasonable cost without ruining the joy of finding it in the world
The prefix for mod classnames is EXTREMELY convenient. Really nice when they do that.
I was looking for a way to organize them all too but yeah thats pretty rough.
https://pastebin.com/p0rnRA6F
Index of has been used:
https://dayz-scripts.yadz.app/d5/da2/group___strings
Honestly if I could figure that out I'd be in good shape. Maybe after extraction, we could find a way to write a script that references a txt file with all vanilla classnames. The script would look at the larger file and reference the vanilla classnames file to remove all vanilla classnames FROM the larger file. Not sure if thats possible but maybe a good idea?
You're supposed to add
ExportItemsList();
Before the closing bracket of
void main()
so it's like
GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute);
}
}
}
ExportItemsList();
}
and I placed the script at the end of my init
It should be run after the main function
Add me on discord if you can't figure it out: violt
https://pastebin.com/032NYFH2