DayZ
PvZmoD_Spawn_System
StopYourself 22 Feb, 2021 @ 6:28pm
Relationship to Events and CFGEventSpawns and Zombie Territories (importing modded zombies)
I was able to import and set up modded zombies (FS Stalker mutants) correctly into the ZombiesChooseCategories, ZombiesCategories, etc. with your mod -- I THINK.

I am getting a lot of a specific mutant in the NW Airfield, so I'm trying to troubleshoot.

When I first installed Stalker, I put the Stalker .xml files into the zombie_territories.xml, cfgeventspawns.xml, and events.xml. This was before I learned how to add them into PvZMoD.

Now, I want to make sure the Stalker mutants are only spawning through PvZmoD. Do I need to delete those parts from zombie_territories.xml, cfgeventspawns.xml, and events.xml? Or will that be taken care of with:

<var name="ZombieMaxCount" type="0" value="0"/>

Basically, I want to know how to make it so only PvZmoD takes care of spawning in those Stalker mutants and I don't know if that line above affects the events and eventspawns. I don't know the relationship between this mod and events/eventspawns and zombies_territories.

I hope that makes sense. I'm new to this and learning a lot, so forgive me if I'm unclear.
Last edited by StopYourself; 22 Feb, 2021 @ 6:31pm
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Liven  [developer] 24 Feb, 2021 @ 5:02am 
If you set
<var name="ZombieMaxCount" type="0" value="0"/>
No zombie will spawn with the vanilla spawn system (no Stalker mutants and no vanilla zeds)

If you want to keep the vanilla zombies but not the Stalker mutants spawning with the vanilla spawn system, you have to delete the mutant settings you added in zombie_territories.xml, cfgeventspawns.xml, and events.xml
And don’t forget to set a value to the ZombieMaxCount in your globals.xml

I don’t know exactly how the vanilla spawn system works, so I can’t tell you more on how zombie_territories.xml, cfgeventspawns.xml, and events.xml works.
StopYourself 24 Feb, 2021 @ 11:21pm 
Thank you! I've set zombiemaxcount to 0 and now I'll experiment just removing stalker from zombie_territories, eventspawns, events, etc. Your mod is doing a great job of spawning them all by itself! :)
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