Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To answer your question, you should first load the base game (Muldraugh, KY), then any map mods, and then this spawn zone mod. The map mods will overwrite the base game, but this mod will add onto those overwritten changes, if they are in the same cell.
Just to clarify the mod and map load orders:
For the mod order, let's say we have a mod map, a mod vehicle, and this mod. How would the order go? Is it something like:
Mods=TreadsMilitaryVehicleZoneDefs;ModMap;ModVehicle
For the map order this mod's description only talked about this mod being added before Muldraugh, KY. But if we have a mod map how should it go?
Map=TreadsMilitaryVehicleZoneDefs;ModMap;Muldraugh, KY
or
Map=ModMap;TreadsMilitaryVehicleZoneDefs;Muldraugh, KY
LOG : Lua , 1656018800283> 199,470,827> Loading: steamapps/workshop/content/108600/2739565754/mods/TreadsMilitaryVehicleZoneDefs/media/maps/TreadsMilitaryVehicleZoneDefs/objects.lua
LOG : General , 1656018800530> 199,471,075> can't find map objects file: media/maps/carhouse/objects.lua
LOG : General , 1656018800777> 199,471,322> can't find map objects file: media/maps/vehicle_interior/objects.lua
The code you quoted cannot cause it. It sets general spawn chance for zone (that any car spawns at all in given place). It also is executed only if no spawnchance was set before (most mods already set it for military zone). It has nothing to do with specific cars spawns.
I do however have another idea why mod you quoted might not work. In my personal spawn-list, when I wanted some car not spawning I have set its spawnchance = 0, not nil. All seems to work fine in my game. You could try adjusting the mod this way.
if VehicleZoneDistribution.army ~= nil and VehicleZoneDistribution.army.spawnRate ~= nil then
VehicleZoneDistribution.military.spawnRate = VehicleZoneDistribution.army.spawnRate
else VehicleZoneDistribution.military.spawnRate = 20 end
end
Doesn't this mean when set to "nil" VehicleZoneDistribution.military.vehicles spawn with 20% chance? The only thing I could think of that is causing this.
The only way I know to test this is making a new world and checking out military areas I know. I've been checking the secret base, checkpoint, and some isolated barracks, but it's been basically impossible for me to ascertain if they are still spawning with this mod disabled without finding one.
I removed m35a2/hmmwvht/hmmwvtr from FRUsedCarsSpawnListNEW.lua in the base mod and I haven't seen them after 10+ resets.
I don't think that my mod would be a reason - it "transcribes" the spawn chance, so it should take into account last assignment for each cars spawn chance (including "nil", like in the mod you ask about).
I doubt it will work on ongoing game. Should not cause any issues, but no promises that new zones (therefore cars in them) will show up. It will however make unvisited, native "army" spawn zones work.
Sure, feel free to implement my lists in your mod. If you keep the way I did them, they should nicely merge with mine and not overwrite themselves. You can also add my mod as a requirement.
Should you choose to borrow some code I will be grateful for placing me in credits.
Last but not least - there are some of my spawn zones in Secret Base. Could be a good idea to keep it in mind when designing your map. This way you could define your spawns there (or at least leave space as reasonable parking) as well and both mods should stay compatible.
It should be compatible - locations of the map and my spawns do not clash.
It is not possible that my mod caused this - it only adds some vehicle spawn locations and does not touch any zombie spawns or values. What you observed is either result of Vanilla heat map or some issue in Muldraugh Military Camp itself.
I played with it on, it works fine and vehicle appear just fine but there's 3 errors and I see a huuuuuge amount of random zombies appearing. Not related to the zone. (like strippers and sportsman...). Is it a known issue?
I think easiest would be adding me on Steam and then we can PM via chat.
You can also write to: tread.modding [at] gmail.com