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1. Copied up @BuilderItems, @Dabs Framework, @DayZ Editor Loader mods to the server.
2. Modified the mods argument to look like this: "-mod=@CodeLock;@BuilderItems;@Dabs Framework;@DayZ Editor Loader;"
3. Started the server, it created a folder "EditorFiles" in mpmissions/daysOffline.chernarusplus, into which I put the QB2.dze file into from github.
4. Stopped server.
5. I copied all the Land_Underground entries from mpmissions/daysOffline.enoch/ mapgroupproto.xml into mpmissions/daysOffline.chernarusplus mapgroupproto.xml
6. Started server. It shows in browser. All the mods show. I can connect, but I dont see anything different when I head to the quarry?
MissionServer.ExportLootData = true;
//INIT ECONOMY--------------------------------------
Hive ce = CreateHive();
if ( ce )
ce.InitOffline();
use this line in init.c that scans the entier map after items that has spawn pos, like all the building´s, DE objects and so on.
GetCEApi().ExportProxyData( "7500 0 7500", 30000 );
takes a min or two, and you find the file in storagefolder/export.
then the file have stopped growing you know its ready. turn off the server remove the line of code you just added in.
There is one door that does not go anywhere and is a false door.
Empty pbo means you skipped the github link above with all of the files in it in case the pbo was unlocked incorrectly.
i rectify this myself in dayz editor?
@Sacredjam618399
I did all the instructions of github.
Second, the loot only appears in the military huts I added from the editor, but nothing appears in the rest of the bunker. Can you advise me on how to fix this problem?
@Glass of Liquid same here for the rocks at the top. I have helis on the server, players will 100% try to get in there. I have just plugged up the holes with some extra rocks. impenetrable now ;-)
I didn't even see those buried castle walls yet. I did notice though, when flying above the rock formation with a heli, there are rocks missing which gives a not so flattering look on the inside. It also gives away the location :)
Yes, that's vanilla NVGs. I don't know if it helps, but when entering the bunker there are 3 distinct lighting states with no fluent transitions (they sort of "click" over"):
1. outside lighting, 2. when entering for a few meters there is atmospheric dusky lighting (with reddish tint?) looking in and out of the bunker, 3. Just after the inner door (not the gate) it turns suddenly pitch black.
When exiting the bunker (walking up the stars) it gets gradually lighter which seems to work fine.
Regarding the over-exposure, I'm not sure the fix there either. The NVG are the vanilla goggles? Assuming so, there might be a mismatch between DayZ's underground lighting triggers (all of which are sequential vice phased i.e. there are no progressive triggers for gradual brightening/darkening) and the vanilla NVGs. I'll take a look at this as well.
Thanks for the feedback, appreciated!