DayZ
DNA Keycards
Viser 31-40 af 41 forekomster
< 1  2  3  4  5 >
Opdatering: 27. feb. 2022 kl. 8:49

Lockout Doors added

Added 5 tiers of doors that can be used to make your own locked locations
Also added 6 walls so you can fine tune how you place the doors
- W6 Shed specific wall (its the big shed)
- Bars to block halls and windows
- 4 walls which are tall, wide or both

All these can be added in the editor and they just work, no config needed :)

Pics Added

Opdatering: 15. feb. 2022 kl. 6:51

Fixed:
Certain weapon attachments not spawning due to non conventional names.

Changed:
Unless you leave magazine entry blank in config, a magazine will now be loaded in to weapons that use them, a bullet will also be chambered.

You can now set the first 2 options in main config (use DNA to spawn...) to 0, 1, OR 2. 0 is disabled and 1 is random like usual, the added option 2 is for static and will spawn ALL position entries. If you use 2, make sure you have removed all "0.0 0.0 0.0" (empty) entries from config.

Opdatering: 22. jan. 2022 kl. 19:12

Small bugfix and cleanup update pushed.

Things addressed:
Fixed small error in logs (null pointer).
Fixed some false positives in find random optic script.
Changed classnames of the Stronroom's storage proxies to avoid confusion about what to spawn on map.

Possibly fixed: Issue with weapons longer than 10 spaces across (typically SNAFU Weapons) not spawning in crates. (Someone with SNAFU please test and report back)

What you need to do after updating:
Play the game.

Opdatering: 18. jan. 2022 kl. 18:32

HOTFIT USAGE FOR RESETTING (yikes)

Opdatering: 18. jan. 2022 kl. 17:18

Changed the way usage was tracked back to the way it was originally, but adding the usage in a different way.
Added inactive cards (requires nothing to activate) to get an accurate usage count for each card when activated.
Inactive cards will spawn in crates unlike active/original variants.

Opdatering: 16. jan. 2022 kl. 21:14

Due to invulnerabilities and bugs with usage count, the way usage is handled has changed. Unfortunately it will not display the usage on the card, but we are currently looking for a way to supplement this. For now you get a message after each use telling you how many uses are left.


Fixed an error where main weapon spawner was only looking for the on/off options of the blue tier, now works correctly for all. (dumb oversight on my part)


Known Issue: Crates refuse to spawn keycards. I think it has something to do with it having a proxy for a keycard. They seems to work no problem in strongroom vaults that have no proxy or slot. Will come up with a fix soon. I have some ideas, just not the time right now. The fix in mind may also be the answer to fixing the usage in a manor it will display on card. Hopefully:tm: in next day or so.

Opdatering: 14. jan. 2022 kl. 20:27

Changed max usage to 10 in config.cpp to stop people from finding cards with insanely high usage.

Updated types to also try to stop the high use error all together.

Updated trader file with correct classnames and trade tags.

Opdatering: 13. jan. 2022 kl. 9:56

Added: A new config file in basic folder called proprietary. You can fill these arrays with items that you want to spawn every time.

Bugfix: Added some code to try to stop cards from spawning with too many uses.

Opdatering: 12. jan. 2022 kl. 7:40

Strongroom: Ladder bug (ladder moving when opening and closing front door) solved.

Opdatering: 9. jan. 2022 kl. 12:27

Fixed compile error. I'm stupid and took something out last sec without a test -.-