DayZ
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Chernarus Caves
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Type: Mod, Server
Mod Type: Props, Terrain
File Size
Posted
Updated
108.437 MB
30 May, 2019 @ 4:20pm
2 Jun, 2019 @ 6:45am
7 Change Notes ( view )

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Chernarus Caves

Description
This mod adds 12 caves in DayZ.

There are small and larger caves to build your base.
This is a server mod. You need builderitems on your server.





How do I activate the mod?

Instructions for players: Subscribe to both @Chernarus Caves AND @Builder Items Load @Builder Items when starting DayZ - that is all you need to do! Instructions for server owners- How to add all the caves to your server. can recommend to have Notepad++ 1. Subscribe to the Steam Workshop Chernarus Caves 2. Subscribe and add @BuilderItems to your server then add @BuilderItems to your server start.bat -------------------------------------------------------------------------------------------------------------------------------- 3. Open @Chernarus Caves usually found at: C:\Program Files (x86)\Steam\SteamApps\common\DayZ\!Workshop\@Chernarus Caves 4. Copy caves.c into your mission folder ( the folder where Init.c is located ) -------------------------------------------------------------------------------------------------------------------------------- 5. Now add : void SpawnObject(string objectName, vector position, vector orientation) { Object obj; obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0")); obj.SetPosition(position); obj.SetOrientation(orientation); // Force update collisions if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } } #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\caves.c" to your Init.c file at the very top before the line : void main() { -------------------------------------------------------------------------------------------------------------------------------- 6. inside Init.c Include this line at the end of void main before the last } caves(); -------------------------------------------------------------------------------------------------------------------------------- 7. your Init.c should look something like this... -------- !! Below only for reference !! ---------- void SpawnObject(string objectName, vector position, vector orientation) { Object obj; obj = Object.Cast(GetGame().CreateObject(objectName, "0 0 0")); obj.SetPosition(position); obj.SetOrientation(orientation); // Force update collisions if (obj.CanAffectPathgraph()) { obj.SetAffectPathgraph(true, false); GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(GetGame().UpdatePathgraphRegionByObject, 100, false, obj); } } #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\caves.c" void main() { //INIT WEATHER BEFORE ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(false); // false = use weather controller from Weather.c weather.GetOvercast().Set( Math.RandomFloatInclusive(0.4, 0.6), 1, 0); weather.GetRain().Set( 0, 0, 1); weather.GetFog().Set( Math.RandomFloatInclusive(0.05, 0.1), 1, 0); //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //DATE RESET AFTER ECONOMY INIT------------------------- int year, month, day, hour, minute; int reset_month = 9, reset_day = 20; GetGame().GetWorld().GetDate(year, month, day, hour, minute); if ((month == reset_month) && (day < reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month == reset_month + 1) && (day > reset_day)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } else { if ((month < reset_month) || (month > reset_month + 1)) { GetGame().GetWorld().SetDate(year, reset_month, reset_day, hour, minute); } } } caves(); } ---------------------------------------------------------------------------------------------------------- 8. Restart the server. ---------------------------------------------------------------------------------------------------------- ----- !!! Help to add more map addons this way !!! ----- If you want more map addons you can add : #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\"FileNameHere.c"" below the : #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\caves.c" and include : "FileNameHere"(); below the : caves(); and copy the "FileNameHere.c" to the Mission folder ( the Init.c location ) "FileNameHere" is what ever map addon you want and it works with Nitrix_spain¨s apocalyptic city area¨s !! Keep in mind that there is currently an limit to how many items you can spawn on the server !! so if you add caves, and all other map addons you find, server WILL crash !!! find the ones you like and ad them 1 by 1... when the server wont load, you hit the limit !!

Future plans?

I would like to add 3 more caves.

Suggestions or bugs?



Support Discord: https://discord.gg/SnQEbwf


Map locations













Servers running the mod

- EpoGaming : 145.239.67.46:2302
- GangstaDayZ: 76.117.118.55:2302
- Perdition Island 54.38.217.33:2302

- 1SKGaming: (Australian server)
- AU-1 139.99.144.182:2402
- AU-2 139.99.144.182:2502
- AU-3 139.99.144.93:2602

Map coordinates

15100 / 13710
14760 / 13322
11204 / 15242
348 / 15013
1554 / 7840
1182 / 5945
9075 / 3302
13753 / 3705
2803 / 1297
10148 / 14486
8956 / 7839
86 / 8283

Popular Discussions View All (3)
5
24 Jun @ 7:02am
PINNED: 1.04 FIX !
Streider
3
18 Aug, 2024 @ 12:44pm
Servers Running This Mod
cheweduptrex2
0
23 Jun, 2019 @ 6:25pm
Error
Ballsinacan01
180 Comments
Iron Chest Charlie 24 Jun @ 5:54am 
says 12 caves but only 11 pics?
Iron Chest Charlie 24 Jun @ 5:05am 
nice mod works flawless
Kwin222 4 Oct, 2024 @ 6:53pm 
its pretty easy to turn the caves.c file into a .map file for expansion and once you have that .map file, you can import it into DayzEditor and create your own .DZE file. i only do this to mods that are old and out of date and not being actively updated.

open caves.c in Note++ and remove ALL of the SpawnObject( "
then replace all of the ", " with a |
then delete all of the " );
remove all the rest of the script line at the top and at the bottom and you will end up with a .map file that looks like this

Land_fireplace_2|1214.579956 2.240000 11847.799805|0.000000 0.000000 -0.000000|true
Land_Misc_Well_Pump_Blue|1214.439941 2.000000 11854.599609|106.999992 0.000000 0.000000
tisl_WoodStairs_1|1216.410034 2.100000 11853.200195|-149.399979 0.000000 0.000000
BVM_ATM_Expansion_red|1233.072510 1.985999 11843.109375|180.0000 -0.000000 -0.000000
SharrenSkunk 16 Feb, 2024 @ 1:48am 
do you have the dze or vpp for this instead of using the init.c? :D
TheyLuvUnity 4 Jul, 2023 @ 1:15pm 
why is it every time I add the caves my game crashes anyone know how to resolve the issue
Streetkilln 29 May, 2023 @ 12:30am 
dose not work with 1.21
𝕽𝖊𝖎𝖌𝖓 23 Mar, 2023 @ 3:53pm 
caves are tiny and really buggy. clipping and getting stuck in collision
Genocidal(Geno) 9 Dec, 2022 @ 6:14am 
you know this is all well and good but, i think if you main point is to add these as base locations u just showed pictures to all the cave entrances and even the coords, wouldnt it be better under a spoiler or the putting said information not visable so anyone on my(or any) server can come to this page and use the default cave locations.
shredded_waffle 9 Nov, 2022 @ 9:26am 
would love to see a secret bunker in a cave <3
Streider  [author] 30 Oct, 2022 @ 11:06am 
The new bunker system with the shadow interests me a bit to implement this for my caves. But currently there are no further versions planned for my Cave Mod.