[Server Hosting] Setting up Spawn Gear - salutesh/DayZ-Expansion-Scripts GitHub Wiki
Where do you need to go ?
Go to DayZServer\ServerProfile (or config)\ExpansionMod\Settings
and open the SpawnSettings.json
What is Spawn Gear good for ?
SpawnGear is meant for server looking to spawn always the same items on a new player. For example food and water. It also allow to spawn random clothing (in no particular order).
SpawnGear is NOT for random presets of items/clothing. If you are looking to make players spawn with a set theme behind each presets use the Loadout system at the end of the file.
Clothings
Inside this file you should have something similar at the top of this file
How does it work ?
"StartingClothing": {
"EnableCustomClothing": 1,
"SetRandomHealth": 1,
"Headgear": [
"classname01_withaCommaAtTheEnd",
"classname02_withaCommaAtTheEnd",
"classname03_withoutCommaAtTheEndBecauseItsTheLastOne"
],
"Glasses": [
"classname01_withaCommaAtTheEnd",
"classname02_withoutCommaAtTheEndBecauseItsTheLastOne"
],
"Masks": [],
"Tops": [],
"Vests": [],
"Gloves": [],
"Pants": [],
"Belts": [],
"Shoes": [],
"Armbands": [],
"Backpacks": []
},
REMOVE the ,
for the last classname of each "list" of items you will make (look at the example at the end of the page).
EnableCustomClothing
Do we want to spawn with custom clothing ?
- 1 = Yes, it will use the config from this file
- 0 = No, it won't use the config from this file
SetRandomHealth
Do we want the clothing to spawn a bit damaged ? (value will be random between pristine and badly damaged, but never ruined)
- 1 = Yes
- 0 = No
EquipementSlots
(for example Headgear)
It will be a list of classnames. The player will have one of this items randomly from each lists.
Inventory Items
Inside this file you should have something similar near the end of this file
How does it work ?
"StartingGear": {
"EnableStartingGear": 1,
"UseUpperGear": 1,
"UsePantsGear": 0,
"UseBackpackGear": 1,
"UseVestGear": 0,
"UsePrimaryWeapon": 0,
"UseSecondaryWeapon": 0,
"ApplyEnergySources": 1,
"SetRandomHealth": 1,
"UpperGear": [
{
"ClassName": "Rag",
"Quantity": 4,
"Attachments": []
},
{
"ClassName": "StoneKnife",
"Quantity": 1,
"Attachments": []
}
],
"PantsGear": [],
"BackpackGear": [
{
"ClassName": "AKM",
"Quantity": 1,
"Attachments": [
"AK_PlasticBttstck",
"AK_PlasticHndgrd"
]
}
],
"VestGear": [],
"PrimaryWeapon": {},
"SecondaryWeapon": {}
},
"SpawnHealthValue": 100,
"SpawnEnergyValue": 500,
"SpawnWaterValue": 500
REMOVE the ,
for the last classname of each "list" of items you will make (look at the example at the end of the page).
Same applies for the },
EnableStartingGear
Do we want to spawn with custom gear ?
- 1 = Yes, it will use the config from this file
- 0 = No, it won't use the config from this file
UseXXXGear
(for example UseUpperGear)
Do we want the gear to spawn in this inventory storage capacity (inside your vest, your backpack, pant, etc)
- 1 = Will spawn the items configured in XXXGear (for example UpperGear)
- 0 = Nothing will be spawned
UsePrimaryWeapon
and UseSecondaryWeapon
Same logic as for UseXXXGear but for the weapon right and left back slots where you can holster a rifle.
SetRandomHealth
Do we want the items to spawn a bit damaged ? (value will be random between pristine and badly damaged, but never ruined)
- 1 = Yes
- 0 = No
ApplyEnergySources
Do we want items that use energy to be spawned with already a battery in it. For example a radio with a 9V battery.
- 1 = Yes
- 0 = No
EquipementSlots
(for example UpperGear)
It will be a list of classnames. The player will spawn with all the items listed.
PrimaryWeapon
and SecondaryWeapon
They are not a list of classnames like we saw before, but this time one single classname config since we can holster on our right shoulder (and left shoulder). Only one item at the time. So it should look like this :
"PrimaryWeapon":
{
"ClassName": "AKM",
"Quantity": 1,
"Attachments": [
"AK_PlasticBttstck",
"AK_PlasticHndgrd"
]
},
"SecondaryWeapon":
{
"ClassName": "AKM",
"Quantity": 1,
"Attachments": [
"AK_PlasticBttstck",
"AK_PlasticHndgrd"
]
}
SpawnHealthValue
Very simple. 0 = dead. 100 = full life.
SpawnEnergyValue
and SpawnWaterValue
A bit more confusing. 0 will be 0 but 100 won't mean 100%. In this case, assume being "full" is 2000.
Some examples !
"StartingClothing": {
"EnableCustomClothing": 1,
"SetRandomHealth": 1,
"Headgear": [],
"Glasses": [],
"Masks": [],
"Tops": [
"TShirt_Green",
"TShirt_Blue",
"TShirt_Black",
"TShirt_Beige",
"TShirt_Red",
"TShirt_OrangeWhiteStripes",
"TShirt_White",
"TShirt_Red",
"TShirt_Grey",
"TShirt_RedBlackStripes"
],
"Vests": [],
"Gloves": [],
"Pants": [
"CanvasPants_Beige",
"CanvasPants_Blue",
"CanvasPants_Grey",
"CanvasPants_Red",
"CanvasPants_Violet",
"CanvasPantsMidi_Beige",
"CanvasPantsMidi_Blue",
"CanvasPantsMidi_Grey",
"CanvasPantsMidi_Red",
"CanvasPantsMidi_Violet"
],
"Belts": [],
"Shoes": [
"AthleticShoes_Blue",
"AthleticShoes_Grey",
"AthleticShoes_Brown",
"AthleticShoes_Green",
"AthleticShoes_Black"
],
"Armbands": [],
"Backpacks": [
"TaloonBag_Blue",
"TaloonBag_Green",
"TaloonBag_Orange",
"TaloonBag_Violet"
]
},
"StartingGear": {
"EnableStartingGear": 1,
"UseUpperGear": 1,
"UsePantsGear": 0,
"UseBackpackGear": 1,
"UseVestGear": 0,
"UsePrimaryWeapon": 0,
"UseSecondaryWeapon": 0,
"ApplyEnergySources": 1,
"SetRandomHealth": 1,
"UpperGear": [
{
"ClassName": "Rag",
"Quantity": 4,
"Attachments": []
},
{
"ClassName": "StoneKnife",
"Quantity": 1,
"Attachments": []
}
],
"PantsGear": [],
"BackpackGear": [],
"VestGear": [],
"PrimaryWeapon": {
"ClassName": "AKM",
"Quantity": 1,
"Attachments": [
"AK_PlasticBttstck",
"AK_PlasticHndgrd"
]
},
"SecondaryWeapon": {}
},
"SpawnHealthValue": 100,
"SpawnEnergyValue": 500,
"SpawnWaterValue": 500