
Add wipe command, to allow for easy wiping of storage. Remove cfggameplay case-sensitivity hack, now that this is fixed upstream. Continue documenting the vanilla installation instructions for Hype Train, for some reason.
1.9 KiB
HypeTrain
Reference
The files used to integrate the HypeTrain mod came from here.
Goals
To spawn exactly one large complete train (7-8 cars) somewhere in Chernarus, in one of many possible locations, and having all cars persist
Later, to spwan exactly one smaller train in the same manner as above, but then to spawn in more cars over time, in random places.
Mod Integration Files
5 files are required to run the mod. Two are map-specific and the rest are common to all maps:
These are map-specific. The ones included in this repository are for Chernarus:
cfgeventgroups.xml
- Defines "sets of trains", one for every possible spawn point.cfgeventspawns.xml
- The possible spawn point locations within Chernarus.
These files are commong to all maps:
cfgspawnabletypes.xml
-events.xml
- An event that spawns a complete traintypes.xml
- All types from the mod.
The start.sh
script is for doing extra stuff, but programatically. See the comments within it for details.
Generic Mod Installation (Windows)
Using the Central Economy method:
- Create a new folder in your mpmissions map folder. Name it HypeTrain.
- Put the 3 files common to the server in that folder
+C:\
+DayZ Server
+mpmissions
+dayzOffline.chernarusplus
+HypeTrain
-cfgspawnabletypes.xml
-events.xml
-types.xml
Edit the server's cfgeconomycore.xml
and add the following under <economycore>
:
<ce folder="HypeTrain">
<file name="cfgspawnabletypes.xml" type="spawnabletypes"/>
<file name="events.xml" type="events"/>
<file name="types.xml" type="types"/>
</ce>
The other two files must be manually merged to the mpmissions equivalents: