DayZ
Kitos Herbie and Beetles
14 Comments
Mr Crumpet 5 Jul @ 11:09am 
ahh that link expired bud:

DE-01, 05.07 2025 20:05:05
[DamageSystemData::GetMaxHealth] :: [CDLWD_Beetle_seablue_rust] :: Could not find zone "Reflector_1_1"
Class: 'CDLWD_Beetle_seablue_rust'
Entity id:2546858
Function: 'EEItemAttached'
Stack trace:
scripts/4_World/entities\vehicles\carscript.c:695 Function EEItemAttached
sf_radio/scripts/4_World/vehicles/љюйэї*Юѐъј.ogg:53 Function EEItemAttached
herbie_and_beetles/scripts/4_world/entities\vehicles\inherited\cdlwd_beetle_base.c:494 Function EEItemAttached
$CurrentDir:mpmissions\empty.Antoria\init.c:26 Function main

this is what im getting ;D
Kito  [author] 13 Jun @ 11:10am 
Hi
I didn´t run my servers vor long time and didn´t use DayZ for long time.

What happen?
Discord should be: https://discord.gg/4DtpEzzk
Mr Crumpet 13 Jun @ 1:25am 
hey your discord is out of date and your reflectors are not being found curently - I can fix em for you but can't find you !
Kito  [author] 15 Oct, 2024 @ 12:19pm 
Normaly you wouldn´t need it. But I would add them, since Quadley mads an texture update too, they are looking good too ;)

My version ar jus more rusty.

I´m still thinking there might be a little error in the code. Feel free to send the files.
Chicago Faucet 15 Oct, 2024 @ 6:23am 
I did make my own event. I named it "VehicleVolkswagens", and it's in the event spawns the same way.

Do I have to have the Beetles from Quadley's mod also in the types file as, like, base models?
Kito  [author] 14 Oct, 2024 @ 11:59pm 
hm well. That sounds strange. Did you make a own event spawn for the beetle or placed it into a event from vanilla vehicles?

Maybe, if possible, you can share your files and I can take a look at it.
Chicago Faucet 14 Oct, 2024 @ 11:18pm 
I am having a problem. I have both the Quadley and your mod installed. But, the Beetles are not spawning, and the error in the log is saying that the types for the various rust Beetles do not exist.

I only wanted your Beetles, so I did not load Quadley's Beetles into the various files. I loaded your Beetle types (and parts) into my types file, and also added the event and the event spawn, and set up the spawnable types. I have added many other mods (vehicle and otherwise) to my server, so adding in new types, and setting up the events for them to spawn, is not new to me.

I have checked and double-checked the types names, and made sure that they matched the events and spawnable types. They all have the "CDLWD_beetle_***" type associated with them.

Any ideas?
Kito  [author] 24 Jun, 2024 @ 9:39am 
Thanks :)
Still have some more textures to do. But unfortunately I run out of time xD.
GetRekt 23 Jun, 2024 @ 4:45am 
Nice Work Mate!
Kito  [author] 19 Apr, 2024 @ 7:38am 
@Andrew Applepicker: you´re welcome. Having fun :)

@MANAKYN GM: Meaning the racetrack on the picture with herbie? That´s the racetrack from Deer Isle map.
BOEMIO DA MADRUGADA 17 Apr, 2024 @ 8:59pm 
this racetrack are beauty you can post or say a name
Andrew Applepicker 17 Apr, 2024 @ 3:49pm 
@Kito, thanks mate, appreciate the help :)

Look forward to finding one out in the wild soon!
Kito  [author] 17 Apr, 2024 @ 4:12am 
you can use only the classnames of this mod in types, aevents and so on, if you don´t want to use the original versions from qdly beetle mod. But you need to add qdly_beetle mod to your server. My mod needs the basics of it.

If you want to spawn them you have to configure:

1. Types.xml:
I recommend to set beetle chassis to Lifetime 3888000. Nominal, Min and Max set to ´0´. All other parts its up to you.

2. events.xml
in this you can place the beetles into a vanila vehicle event or you can create your own event for the beetles. If you make an own event, you need to configure points in cfgeventsspawns.xml

3. cfgeventsspawns.xml
you can place own points for the beetle here.f you use vanila vehicle points you don´t need to do anything here.

4. cfgspawnabletypes.xml
In this file you´ve to add the beetles with the parts it should spawn.
Andrew Applepicker 16 Apr, 2024 @ 8:58pm 
I'm messing around with a local server, just playing with mods and I'd like to add yours to it I'm not using traders or anything, just setting them to spawn on the map..I don't want the original skins to show up at all and I'm trying to work out how to do that.

Do I add them into my types.xml/vfgspawnableevents.xml etc, then just make the nominals 0 and just add your type names?

Do I even need to add the originals to any files apart from loading the mod to get your skins showing up?

I know how to add in assets, but I've never dealt with skins which have dependencies.

Thanks for any help you can provide.

Regards,

Andrew