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Update comments for POI spawning
Vanilla commits:1f89bcfb980defa2af1e
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@@ -7,8 +7,8 @@
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Notes for local spawned objects:
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- Always present local objects are more performant than global, but less performant than town generator (spawning locally only when player is nearby)
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- Recommend running on every machine including the server, so all units know about the object.
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- Recommend running early during initialization, so units spawned on top do not fall through.
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- Recommend running on every machine including the server, so all units know about the object and vehicles parked on top are not affected.
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- Recommend running unscheduled before player_monitor.fsm and server_monitor.sqf, so units and vehicles spawned on top do not fall through.
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- Not recommended for destructible or removable objects. Damage and deleted status are not synced across machines.
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- Not recommended for objects with animations (like gates). Anim status is not synced across machines.
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@@ -424,6 +424,9 @@ if(isNil "dayz_townGenerator") then {
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if(isNil "dayz_townGeneratorBlackList") then {
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dayz_townGeneratorBlackList = []; // Town generator will not spawn junk within 150m of these positions.
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};
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if(isNil "dayz_enableFlies") then {
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dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
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};
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//Replace server individual settings with ranked settings
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if(isNil "dayz_presets") then { dayz_presets = "Vanilla"; };
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@@ -1,6 +1,6 @@
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/*
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Add POI objects locally on each machine early.
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Do not use execVM. This must be unscheduled so it finishes spawning before the player object is moved (possibly on top of them).
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Add POI objects locally on every machine early.
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Do not use execVM. This must be unscheduled to finish before player_monitor.fsm and server_monitor.sqf run. (objects or player spawn on top)
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*/
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{
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