DayZ
Fungi Neon Signs
70 Comments
guiasselin  [author] 19 May @ 3:15pm 
Hello, those items accessible through VPP have to be "scope=1" in their config.cpp. So most items that are spawned in and interacted with are "scope=2" in their config.

You can spawn those interactable items in the itemspawner thing in vpp. They are often not "static" items though, depending on what you want to do with them..

Static items are usually spawned with vpp object builder or dayz editor.
Sweet Willow 19 May @ 2:37pm 
Thanks for responding, some else told me about 'filter by scope' I cant see that lol I am quite new but from what I can see VPP only has vanilla items, except some of yours and I think Josies show up but nothing else. If there is a way to acess my modded items in VPP editor that would make my absolute day!!!!!! Can you elaborate please lol xx
guiasselin  [author] 12 May @ 3:16pm 
Hello there thanks a Bunch! So the Bar sign should be There with the others in VPP, just make sure to Tick Filter by scope and go through the list multiple times 😜 it is close to the top between the "babe" and "boombox" signs!
Sweet Willow 12 May @ 2:26pm 
Love Love Love this Mod!! But The awesome BAR neon I can only spawn, its not in the VPP editor and I can only spawn it flat...i cant hang it or move it??
Gamb1t 15 Mar @ 5:45am 
@guiasselin lol, getting a prompt saying its class name "OPEN NEON SIGN"
guiasselin  [author] 14 Mar @ 4:33pm 
Sweet happy to know this! Cheers bud, i Will soon update the mod, i have 4 super awesome signs, which are static only, but super awesome..

They are however pretty complex models, but i think i found a way to kind of mass produce them, and make them really Low Poly. Of course they arent exactly as appealing but they still serve their purpose i think!
McBrutal 14 Mar @ 2:46pm 
I figured out my server issue. I am using a trader clean up mod. After the update it was deleting all the signs. I added the signs to the whitelist in the trader clean up config and it stopped. Your signs have been working perfect all along. Sorry for the trouble...
guiasselin  [author] 14 Mar @ 10:03am 
Please clarify your question! When you look at the sign you get a prompt that Says "turn on" i dont think people need their hand held to that point lol
Gamb1t 14 Mar @ 6:59am 
I'm loving it, but any chance of a blank description for the players "OPEN NEON SIGN"
guiasselin  [author] 11 Mar @ 11:07am 
Ill have a quick look when i can. As i am working on some more signs.. if someone else has the same issue please confirm!
McBrutal 11 Mar @ 9:22am 
I'm having a problem with the VPP and static signs deleting after some time goes by after restart. All are placed using Dayz Editor. I even tried placing all the class names in types and still they disappear. I was wondering if anyone else was having this issue after 1.27?
[n00bs] =X= Calibre ® 26 Feb @ 12:13pm 
That's a shame but hey we can't have everything in life ;) I'll hop on your Discord as I am a real fan of the mod and want to ask a couple of other questions. Cheers mate.
guiasselin  [author] 23 Feb @ 8:08am 
First of all thank you very much! Hum so there isnt really a way as of now. They (static ones) used to be all like that at first. When i changed them to always On, i left that one like this as some kind of "showcase" of its functionalities.

Maybe in the next update Ill add a class thats always On for that specific one! Cheers Bud!
[n00bs] =X= Calibre ® 23 Feb @ 7:50am 
These signs are bloody awesome and highly recommended! We are using them on our server for sure. Just one question, is there a way to make the mushroom neon be in an 'on' state without having to turn it on manually?
sandagsu 22 Nov, 2024 @ 8:40am 
Awesome! Thanks a lot.
guiasselin  [author] 22 Nov, 2024 @ 8:29am 
Yep ill add a non flickering one as well. Actually ill revert those classnames for the original one and inherit a New class for those flickering ones.. This way you wont have to change anything.
sandagsu 22 Nov, 2024 @ 8:13am 
The FungiVPP_neon_emissive/lights started flickering even though in the update it did not state such a change. Is it possible to at least have one version that is not flickering? Because it changed all the designs we made. Thank you.
guiasselin  [author] 21 Nov, 2024 @ 6:31pm 
These are the classnames of what was just added :

Fungi_KitBox_NeonSign_PepeCry

NeonSign_PepeCry
NeonSign_PepeCry_Static_Emissive
NeonSign_PepeCry_Static_Lights
FungiVPP_PepeCry_Emissive
FungiVPP_PepeCry_Lights

NeonSign_BAR_Static_Flickering
NeonSign_BAR_Static_Animated
FungiVPP_BAR_Flickering
FungiVPP_BAR_Animated

FungiVPP_Parking_Post
FungiVPP_Parking_Wall

FungiVPP_Workshop_Suspended
FungiVPP_Workshop_Wall

You only need the kitbox and Pepe in your types or trader the rest are static signs
guiasselin  [author] 29 Sep, 2024 @ 3:14pm 
Oh yes to all those questions, particularly with them vanilla boats coming up! You can reach me through the discord in the description!

many thanks 🍻
FireManAndy 29 Sep, 2024 @ 2:58pm 
guiasselin, OUTSTANDING Mod! Any chance of a Boat trader or Dive shop sign? Can we commision any to be made?
McBrutal 20 Sep, 2024 @ 2:55pm 
Awesome my players are loving the signs :)
guiasselin  [author] 19 Sep, 2024 @ 3:10am 
Ill have a look. But that error looks pretty weird.. Something is null in the scripted light itself in the function "UpdateMode" which really is nowhere in my scripts, probably somewhere in scripted lightbase which is Dayz itself 🤷‍♂️ On log out... ill have a quick look to see !
McBrutal 18 Sep, 2024 @ 7:37pm 
I've been getting crashes logging out. I looked up in my personal crash logs to see what might be the cause and found this stack trace.

DESKTOP-5OTVBF3, 17.09 2024 22:34:20
NULL pointer to instance
Class: 'Dayz_Sign_Spot_Light'
Entity id:2932527

Function: 'UpdateMode'
Stack trace:
scripts/4_World/entities\scriptedlightbase.c:87
scripts/4_World/entities\scriptedlightbase.c:181
Fungi_Lights_Pack/scripts/4_World/entities\neonsign_traders.c:57
guiasselin  [author] 11 Sep, 2024 @ 3:03am 
I'll see what i can come up with, but there is already a mod on the workshop with street lamps, and it looks pretty damn good! I suggest you take a look at it🍻
boostit18 10 Sep, 2024 @ 8:05pm 
It would be pretty sweet to see a simple street lamp added to this mod.
guiasselin  [author] 20 Aug, 2024 @ 3:09am 
Yes there is 2 variants of each called "lights" & "emissive", which have respectively, scripted light (emits actual light) and the emissive only which does not have scripted light (only looks lit up)..

So you can choose which one you place, dayz not being particularly good with lights, and lights being simply ressource intensive for any video game engines.

The signs placed with the kits by players all light up the surroundings. Be mindfull its a soft glow light with a small radius, since its a neon sign not an actual spotlight.
The Real Bastard 20 Aug, 2024 @ 2:34am 
Can these sign emit light to nearby objects?
So the area is lit up?
guiasselin  [author] 30 Jul, 2024 @ 3:48pm 
Depends on what you want, but hum yeah Discord!
kavling 30 Jul, 2024 @ 3:42pm 
Can i pay for a own signs?
Der Blutige Pfad Gottes 22 Jul, 2024 @ 11:14am 
Thank you very much
THExRatxKING 22 Jul, 2024 @ 7:22am 
great update thank you
guiasselin  [author] 22 Jul, 2024 @ 6:32am 
Thank you very much! I will definetly put one or multiple parking signs on my list 🍻
Der Blutige Pfad Gottes 22 Jul, 2024 @ 2:44am 
Hello Fungi I admire your work but I have a request to you maybe you do that yes you do really good work would wish me but since there is the genarell not so for example no parking zone or parking signs in static or even to place would our trader I have equipped
with your mod and I think that other servers would also like to receive it with kind regards Trissdran
Wizec Gaming 19 Jul, 2024 @ 1:33pm 
Cant wait for your update! Thanks for all you do to keep this mod one of the best!
guiasselin  [author] 19 Jul, 2024 @ 8:13am 
Coming up with an update in the next few dayz, adding a little more, 3 emissive realistic Exit signs for your labyrinth bunkers! 4 new neon signs as usual kits and static versions.

I will also make all of the static neons always On since it was asked quite a bit. The kit placed versions will remain as they were.

Cheers 🍻
guiasselin  [author] 6 Jul, 2024 @ 4:31pm 
Thank you appreciated ❤️
Zyrano 6 Jul, 2024 @ 4:13pm 
It's okay, thank you very much anyway, it's an incredible mod ^^
guiasselin  [author] 6 Jul, 2024 @ 3:49pm 
Most likely no, you would have had better chances on the discord than on the main mod page 😉
But hum it still a pretty recent mod i would rather have people subscribe to it. Plus im still adding stuff to the mod periodically, im creating some right now! And i only update on sunday nights!
Zyrano 6 Jul, 2024 @ 3:43pm 
Hello, is it possible to include it in my server pack, please? Thanks and good job :D
guiasselin  [author] 6 Jul, 2024 @ 1:33pm 
Haha thank you, means alot to me! Yeah it is less of a hassle to put them always On for sure! Ill just look at both options and choose one but i also think it would make sense for the admin placed ones to be always On..
Wizec Gaming 6 Jul, 2024 @ 12:12pm 
I really truly appreciate your excellent work. I would of just said to keep them always on if that is easier and less time consuming to code/script. But you know better. Running your mods on my server and i have to say they are MUST HAVE. Thanks again!
guiasselin  [author] 5 Jul, 2024 @ 8:03pm 
Yes sir, i have 3 exit signs that are done (requested for like keycard bunkers..), i have 2 other neon signs done in blender, and i will begin working on that autoturn On when night begins.

It should not be too hard i think because there is already a bool in the game that is called "IsNight" True or False, so i will try using this for that part, if it gets too complicated i might as well do the static ones always On.

For a time frame i would say a good week or two at best, summer festival just began, and other summer things going on!
Wizec Gaming 5 Jul, 2024 @ 7:46pm 
If you could give us an update on what @cpt tiddles requested if possible that would be nice. Everything has to be placed higher or out of reach cause some players tend to want to shut them off if they can climb and reach them. Amazing work! Thanks.
guiasselin  [author] 21 Jun, 2024 @ 1:57pm 
So the "material" change of the sign when turned On, happens server side and from my testing they stayed On, no matter what, server restarts and everything. I will test again those placed with vpp, and will look into signs that auto turn On when night begins! Thanks for the feedback
Cpt tiddles 21 Jun, 2024 @ 12:49pm 
these work and look great but if you add more than 1 sign in vpp they all turn off again could we get these but with auto illuminate when it gets dark so i can have a few in traders without having to go switch them all on every edit or server restart :heartmm2: or always on even
guiasselin  [author] 16 Jun, 2024 @ 7:39pm 
@UfoPilot Hello, you are most likely missing something, i watched my friend place them with editor for a good hour, and he was able to turn them On and Off. Join the discord and open a ticket please, ill just re download editor tomorrow and see whats up! Thanks
UfoPilot 16 Jun, 2024 @ 2:11pm 
Hi, I placed these via editor and checked them out, but unfortunatly all three versions, of each light, are off and aren't able to be switched on. Am I missing something, or does it need a fix? Greetz
guiasselin  [author] 9 Jun, 2024 @ 10:33am 
Head on to the discord for more support. But double check your mod install and such, as i have not had a single report of this, yet anyway.. See you on the discord!
Darkfly67 9 Jun, 2024 @ 9:29am 
Hi, as soon as I try to insert your objects with vpp the server crashes. How can I solve it?
Astriid6662 4 Jun, 2024 @ 1:20am 
You beautiful being!!! Thank you soo much for adding the VPP compat <3 Love all the work you do