DayZ
MPG_Spawner
Capt. Vortex 27 Jul, 2024 @ 4:16am
HELP FILES IN ENGLISH
HELP_Config.json
Originally posted by author:
{
// configVersion - Config version, service field, no need to change it.
"configVersion": 3,

// isModDisabled - Enable or disable the mod
"isModDisabled": 0,

// isDebugEnabled - Enable or disable debugging of the mod. When debugging is enabled, a lot of different information will be poured into the logs, useful for debugging all points.
"isDebugEnabled": 1,

// pointsConfigs - Names of json files with configs in the Points folder from which information will be loaded to create triggers.
"pointsConfigs": [
"Point_Example1",
"Point_Example2"
]
}
HELP_Points.json
Originally posted by author:
[
{
// pointId - Unique point ID, must not be repeated.
"pointId": 3,

// isDebugEnabled - Enable/disable debugging for this point. This will output a lot of information to the log file, which usually helps in debugging and configuring a specific point.
"isDebugEnabled": 1,

// isDisabled - Disabling the trigger. If you want the trigger to be initially disabled, you can use this parameter.
// ATTENTION! If the trigger is disabled for any reason, it will stop interacting with the player in any way (Notifications are not displayed, installation and removal of mapping does not work, except for the mapping that is set at the start, spawn does not work).
"isDisabled": 1,

// showVisualisation - display trigger visualization (with the @MPG_spawn_zone mod installed). When this parameter is enabled, a translucent figure corresponding to the trigger size will be visually displayed. Very convenient for debugging.
"showVisualisation": 1,

// notificationTitle - Name of the point (for logs and for display in the notification header)
"notificationTitle": "Point 3",

// notificationTextEnter - Notification text when entering the trigger.
// If you don't need to display the notification, just leave it empty. If you don't need to display the notification, just leave it empty.
"notificationTextEnter": "You have entered point 3. Everyone is waiting for you here!",

Notification text when exiting the trigger. If you don't need to display the notification, just leave it empty.
"notificationTextExit": "You have left point 3. We hope to survive on our own two feet!",

// notificationTextSpawn - Notification text when creatures appear. If you don't need to display the notification, just leave it empty.
// This notification can be output as text with the correct declension of words in accordance with the spawn number.
// The notification is sent to all players in the trigger's range.
// The principle of forming the text for such a notification:
// Parts of the text are separated by a semicolon (;).
// In the first part, you can use placeholders %1, %2, %3, %4, %5.
// Placeholder %1 will be replaced with a number with the number of created creatures or loot items.
// Placeholders %2, %3, %4, %5 will be replaced with words in the desired declension.
// The word for declension is formed from the initial part and the ending, the separator is a vertical line (|)
// The principle of formation is quite simple:
// "volk||a|ov" => (1, 2, 5) => wolf, wolf, wolves.
// "mi|shka|shki|shek" => (101, 503, 10000) => mishka, mishki, mishek.
"notificationTextSpawn": "Somewhere nearby %2 %1 %3.;a bear appeared|a|b|e|a|e",

// notificationTextWin - Notification text when killing all creatures that were spawned. If you do not need to display the notification, then just leave it empty.
"notificationTextWin": "Great! You killed all the bears!",

// notificationTime - Notification display time in seconds
"notificationTime": 8,

// Notification icon (can be any available icon (both image path and name)
// Examples:
// "notificationIcon": "set:dayz_inventory image:electricity",
// "notificationIcon": "set:dayz_inventory image:woodcrate",
"notificationIcon": "set:dayz_gui image:iconSkull",

// triggerDependencies - IDs of triggers this trigger depends on. If the field is filled in, the current trigger will not fire until the trigger specified as a dependency fires.
"triggerDependencies": [
1,
2,
3
],

// triggerDependenciesAnyOf - The current trigger will fire if one of the triggers specified in the triggerDependencies parameter has fired. This can be useful, for example, for implementing multiple entrances to a dungeon, when any of the entrances should lead to the activation of the dungeon.
"triggerDependenciesAnyOf": 1,

// triggersToEnableOnEnter - List of trigger IDs that will be activated if the player enters the current trigger.
"triggersToEnableOnEnter": [
5,
8,
10
],

// triggersToEnableOnFirstSpawn - List of trigger IDs that will be activated if the first creature spawn occurs in the current trigger.
"triggersToEnableOnFirstSpawn": [
4,
5
],

// triggersToEnableOnWin - List of trigger IDs that will be activated if all creatures in the current trigger have been killed.
"triggersToEnableOnWin": [
2,
6
],

// triggersToEnableOnLeave - List of trigger IDs that will be activated if all players have left the current trigger's range.
"triggersToEnableOnLeave": [
7,
5
],

// triggerPosition - The position of the trigger on the map.
// If you set the height to 0.0, the trigger will appear on the ground.
// Acceptable coordinate writing options:
// "triggerPosition": "2081.737549 194.911041 5404.941895",
// "triggerPosition": "2081.737549, 194.911041, 5404.941895",
// "triggerPosition": "2081.737549,194.911041 5404.941895",
// When reading the coordinates, the mod will try to bring them to the desired form
// Example for rotating cubic triggers:
// "triggerPosition": "2081.737549 194.911041 5404.941895|45 0 0",
// Rotation is possible only in the horizontal plane
"triggerPosition": "2081.737549 194.911041 5404.941895",

// triggerDebugColor - the color of the displayed debug area of ​​the trigger.
// Default value: blue
// Available values: blue, green, red, yellow
"triggerDebugColor": "red",

// triggerRadius - Trigger radius in meters.
// You can specify a range of values ​​separated by a dash, then a random number between the specified ones will be taken.
// "triggerRadius": "5.5-20.0", - the trigger radius will be from 5.5 to 20 meters
"triggerRadius": "20.0",

// triggerHeight - Trigger height in meters.
// If the height is specified, the trigger will be in the form of a cylinder or cube, if the height is not specified, the trigger will be in the form of a sphere.
// You can specify a range of values ​​separated by a dash, then a random number between the specified ones will be taken.
// "triggerHeight": "2.5-5.6", - the trigger height will be from 2.5 to 5.6 meters
"triggerHeight": "15.0",

// triggerWidthX - Length of the cubic trigger along the X axis in meters. Do not confuse with the radius, this is the length from edge to edge of the trigger.
// You can specify a range of values ​​separated by a dash, then a random number between the specified ones will be taken.
// "triggerWidthX": "18.0-22", - from 18 to 22 meters
"triggerWidthX": "18.0",

// triggerWidthY - Length of the cubic trigger along the Y axis in meters. Do not confuse with the radius, this is the length from edge to edge of the trigger.
// If the trigger length and width are specified, the triggerRadius parameter will be ignored, and the trigger itself will become cubic.
// You can specify a range of values ​​separated by a dash, then a random number between the specified ones will be taken.
// "triggerWidthX": "5.0-35.5", - from 5 to 35.5 meters
"triggerWidthY": "25.0",

// triggerFirstDelay - Delay of the first trigger after the server starts in seconds.
// It is recommended to set the delay to at least 180-300 seconds so that players have a little time to leave the dangerous trigger zone, and it will be a little easier for the server to work.
// Examples:
// "triggerFirstDelay": "10", - 10 seconds
// "triggerFirstDelay": "10-500", - from 10 to 500 seconds
"triggerFirstDelay": "300-900",

// triggerCooldown - Delay before the next trigger in seconds.
// Examples:
// "triggerCooldown": "10", - 10 seconds
// "triggerCooldown": "2400-3600", - from 40 to 60 minutes
"triggerCooldown": "5-30",

// triggerSafeDistance - Minimum distance from the player at which creatures will spawn when entering the trigger. in meters.
// If the value is greater than spawnRadius + 1m, or spawnRadius is not set, it will not be taken into account.
// The parameter is taken into account only when entering the trigger.
"triggerSafeDistance": 0,

// triggerEnterDelay - Spawn delay after entering the trigger area. in seconds.
"triggerEnterDelay": 0,

// triggerCleanupOnLeave - Removes all spawned creatures when the last player leaves the trigger area.
"triggerCleanupOnLeave": 1,
// triggerCleanupOnLunchTime - Remove all living creatures if the trigger is turned off according to the schedule specified in triggerWorkingTime.
"triggerCleanupOnLunchTime": 1,

// triggerCleanupDelay - Remove all creatures and loot that were spawned.
// Loot that the player picked up will not be removed!
"triggerCleanupDelay": 15,

// triggerWorkingTime - Schedule of trigger operation according to game time.
// For example "8-18" - the trigger will only work from 8 to 18 hours game time.
"triggerWorkingTime": "0-24",

// triggerDisableOnWin - Disable the trigger after killing all creatures.
"triggerDisableOnWin": 1,

// triggerDisableOnLeave - Disable the trigger after the last player leaves the trigger's area of ​​effect.
"triggerDisableOnLeave": 1,

// spawnPositions - Coordinates of creature spawn
// If the height is set to 0.0, the creature will be spawned on the ground
// Using the | separator, you can specify the rotation of the creature or loot when spawning, for example "2055.367920 0.0 5386.645996|45 0 0"
"spawnPositions": [
"2091.094482 191.329178 5378.864746",
"2077.824463 192.110657 5382.869629",
"2055.367920 0.0 5386.645996",
],

// spawnRadius - The radius in which the creature will be spawned around the corresponding point. Specified in meters.
// If you specify 0.0, then the spawn will be at a specific point. If the value is greater than zero, then the spawn will occur at a random point limited by the radius.
"spawnRadius": 2.0,

// spawnMin - The minimum amount of creatures to spawn per trigger.
"spawnMin": 2,

// spawnMax - The maximum number of creatures to spawn per trigger.
"spawnMax": 5,

// spawnCountLimit - The maximum number of creatures that will be spawned regardless of the spawnMin and spawnMax values.
// If the parameter value is greater than zero, then when the specified number is reached, the creature will no longer spawn when the trigger is triggered until it is killed or removed by the game.
"spawnCountLimit": 30,

// spawnLoopInside - Enables or disables the trigger to fire when the player is inside its range.
// If set to 0, the player will have to move outside of its range for the trigger to fire again.
"spawnLoopInside": 1,

// spawnList - List of class names for spawn.
// The mod can spawn not only creatures, but also loot.
//
// You can specify parameters affecting the health and condition of a creature or item using the | separator
// The principle of setting parameters:
// "Class name|spawn chance|livetime|amount|health|food stage"
// For all settings except livetime, the parameters are as follows:
// -3 - disabled, the default value for the item will be applied. The idea is that it is what is written in the economy, but I am not at all sure about this, I need to check.
// -2 - complete randomness (from 0 to 100%). For food stages, these are three states: Rotten, Dried, Raw. For everything else, a percentage of the 100% value.
// -1 - maximum value (for the food state - raw, for everything else 100% value). In essence, this is an analog of the absence of parameters.
// 0-100 - percentages from and to, between which the random will be selected. from zero to 100%.
//
// For animals and zombies, only the spawn chance, health and livetime are applicable.
// It is not necessary to specify all parameters, by default all values ​​are equal to -3.
// It is not necessary to put a space before and after the separator, I put them for clarity.
"spawnList": [
"ZmbM_ConstrWorkerNormal_Beige",
"Animal_UrsusArctos",
// ZmbF_MechanicNormal_Beige has a spawn chance of 70%
"ZmbF_MechanicNormal_Beige|0.7",
// Animal_CanisLupus_Grey has a 30% spawn chance
"Animal_CanisLupus_Grey|0.3",
// Bear, health from 0.1 to 1 percent (3-8 hp)
"Animal_UrsusArctos| 1 | -3 | -3 | 0.1-1",
// A badly damaged, rotten apple
"Apple| 1 | -3 | -3 | 30-30 | 30-30",
// Complete randomness of all states (except livetime)
"WaterBottle | 1 | -2 | -2 | -2 | -2",
// Spawn chance 50%, 120 sec livetime, from 9 to 18 rounds, from heavily damaged to worn, I didn't write the last parameter because it doesn't affect
"Mag_AK101_30Rnd | 0.5 | 120 | 30-60 | 10-67",
// Only the last parameter will work here because quantity not applicable
"AKM | 1 | -3 | -2 | -1"
],

// clearDeathAnimals - Time to clear killed animals, in seconds.
"clearDeathAnimals": 5,

// clearDeathZombies - Time to clear killed zombies, in seconds.
"clearDeathZombies": 5,

// mappingData - a list for mapping, which will be added and removed, if necessary, when the trigger is running. Each list element represents a separate set of parameters and its own list of objects for mapping.
// IMPORTANT! Simultaneous addition and removal for the same events does not currently work. For example, if you enable the addOnEnter and removeOnEnter parameters at the same time, the objects will not be removed. Also, the objects will not be removed if the removal event occurs before the add timer has run.
"mappingData": [
{
// addOnStartup - Spawn mapping when the server starts.
"addOnStartup": 0,
// addOnEnter - Spawn mapping when first entering the trigger.
"addOnEnter": 0,
// addOnFirstSpawn - Spawn mapping when creatures first spawn.
"addOnFirstSpawn": 0,
// addOnWin - Spawn mapping when all creatures in the trigger are killed.
"addOnWin": 0,
// addDelay - Delay for adding mapping (sec).
"addDelay": 0,
// removeOnEnter - Remove mapping when entering the trigger.
"removeOnEnter": 0,
// removeOnFirstSpawn - Remove mapping when creatures first spawn.
"removeOnFirstSpawn": 0,
// removeOnWin - Remove mapping when all creatures in the trigger are killed.
"removeOnWin": 0,
// removeDelay - Delay of mapping removal (sec).
"removeDelay": 0,
// mappingObjects - Mapping. The structure is completely consistent with the vanilla json spawner, and the functionality of adding objects to the map works the same as vanilla, but only for classnames, adding p3d objects to the map will not work. This is done for the convenience of adding mapping, which can be exported from DayZ-Editor as json.
"mappingObjects": []
}
]
}
]
Originally posted by author:
Last edited by Capt. Vortex; 27 Jul, 2024 @ 4:18am
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FreddyCruger 23 Oct, 2024 @ 2:59pm 
Пробовал добавить маппинг в спавнер, но сработало,
FreddyCruger 23 Oct, 2024 @ 3:00pm 
Есть примеры рабочие?
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Showing 1-2 of 2 comments
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