DayZ
Preferred Respawn - Experimental
29 Comments
Akol  [author] 23 Oct, 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 22 Oct, 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 22 Oct, 2024 @ 2:41pm 
Lovely, cheers
Akol  [author] 22 Oct, 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] 17 Oct, 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 17 Oct, 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 16 Oct, 2024 @ 10:51pm 
Best mod ever? Perhaps.
Akol  [author] 14 Oct, 2024 @ 11:17am 
@Traqu, the CUSTOM and RANDOM selection shouldn't be affected by this mod.
Traqu 14 Oct, 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] 14 Oct, 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.
Banjo 13 Oct, 2024 @ 6:59pm 
Hello, I have a question. When using default config, mod works perfectly, but after adding a new spawnpoint, using the exact same syntax as previous defined points, the new location shows on the respawn selector, but once it reaches 0 it goes back to 15, and again and again, and only "random" location allows player to respawn. Basically, after adding a new location it stops working. Any idea how to fix this?
Traqu 6 Oct, 2024 @ 8:08am 
Actually this is not the arrows, it is whole layout with location name & the arrows included, so a little bigger rectangle than just that
Akol  [author] 6 Oct, 2024 @ 7:43am 
@Traqu, thank you for your feedback. There will be an update addressing this issues later this week.
Traqu 6 Oct, 2024 @ 6:23am 
When I hover over an arrow (either of them) that are responsible for picking desired spawn, the bottom layout piece (footer) does change its tint to darker gray, and the localization text changes to english.

- This happened on production server and I don't think I noticed it on my local dev.

It is really distracting.
Traqu 5 Oct, 2024 @ 8:11am 
Can you change it so it won't lock the location selecton after certain time pass in the interface please?
I have bad user experience with it
Roca 4 Oct, 2024 @ 11:44am 
i see, my player spawns are custom with the groups. seems to work on all but nemsk area.

ill tweak it till it works, ty for the replies and help to get this working.
Akol  [author] 4 Oct, 2024 @ 4:10am 
@ChiefRoca, the algorithm is not based in ranges, so the answer for that question is non-trivial and irrelevant. To avoid unexpected spawns, make sure you have one entry in the JSON for every location you have in the XMLs (vanilla settings). Also make sure that the clouds formed by the points that represent every location do not overlap.
Roca 4 Oct, 2024 @ 12:26am 
seems to be working now, what is the range of the central point in spawnzones.json file so i can pick a good center, it seems to miss some groups even when its in the area.
Akol  [author] 3 Oct, 2024 @ 12:40am 
@ChiefRoca, try to change the time to respawn to 15 secs.
Roca 3 Oct, 2024 @ 12:28am 
did what you said, but seems there is a conflict with some other mods i have, i dont see anything in the logs in particular that point to any specific ones.

server starts and i can log in but it just freezes when it reaches the point of actually loading me into the game and kicked with client not responding.

when i remove your mod, it works fine. I can load in without issues.

my server is "Run Die Retry Namalskplus PvPvE (+AI)" if you want to see my mod list and can tell me what might be conflicting.
Akol  [author] 2 Oct, 2024 @ 11:59pm 
@ChiefRoca, pick one point per location. This point doesn't have to be any exact point that is in the XMLs, but this point should be close to them, ideally near the center of a group of points (that represents a location).
Roca 2 Oct, 2024 @ 7:53pm 
Thanks, so if i have noRedraws set to false it till continue to use the cfgplayerspawnpoints.xml or do i need to copy the spawnpoints from cfgplayerspawnpoints.xml into Spawnlocations.json or the one on the center of the group?
Akol  [author] 22 Sep, 2024 @ 3:07pm 
@ChiefRoca, yes it does work with the group spawning. Note that if you have noRedraws as true in the settings, the vanilla system is replaced and the replacing system doesn't have that feature.
Roca 22 Sep, 2024 @ 12:16am 
Does it work with the spawning groups?
Leonidas 7 Jun, 2024 @ 8:32pm 
Much needed!
Akol  [author] 29 May, 2024 @ 4:56am 
@Blaze.Yt I'm glad to hear that you found it helpful.
Blaze 28 May, 2024 @ 8:08pm 
This helped me a lot with my yt dayz server thx
Akol  [author] 6 Jan, 2024 @ 8:25am 
@sch1zk thank you for offering help with the translation, but the texts within the mod are still subject to changes, so we won't be working in that direction yet.
sch1zk 23 Dec, 2023 @ 4:10am 
Hello! If you want to translate your mod into other languages, I can help with russian :)