Code Monkey home page Code Monkey logo

dayz-editor-loader's Introduction

DayZ-Mod-Template

A Comprehensive Mod Template for DayZ. Optimized with Workbench for Advanced Scripting and pboProject for Efficient Building. This is my personal template, that I ues for all projects

Repository Setup

Follow these steps to clone the DayZ Mod Template, set up your project environment, and initialize your own Git repository.

Creating Your Project from a Template

  1. Use the Template Repository:

    • Navigate to the DayZ Mod Template repository on GitHub: https://github.com/InclementDab/DayZ-Mod-Template
    • Click on the "Use this template" button near the top of the repository page.
  2. Set Up Your New Repository:

    • Enter a name for your new repository, like DayZ-Mod-Name.
    • Optionally, provide a description.
    • Choose the repository visibility (public or private).
    • Click on "Create repository from template" to generate your new repository.

Cloning Your New Repository

  1. Clone Your New Repository:

    • Once your repository is created, clone it to your local machine:
      git clone https://github.com/yourusername/DayZ-Mod-Name.git
    • Replace yourusername with your actual GitHub username.
  2. Navigate to the Cloned Directory:

    • Change your directory to the one you just cloned:
      cd DayZ-Mod-Name
  3. Run the Installation Script:

    • If the template includes an installation script (Install.ps1), run it:
      ./Install.ps1

Workbench

Mounting to the Workdrive

  1. Run the Batch File to Mount:
    • Navigate to the SetupWorkdrive.bat file in your mod directory.
      ../DayZ-Mod-Name/SetupWorkdrive.bat 
      
    • Execute this batch file. It will automatically mount all folders containing a 'Workbench' folder in your repository directory to your Workdrive.

Opening the Project in Workbench

  1. Access the Project Directory:

    • Go to the mod's project directory:
      ../DayZ-Mod-Name/ModName/Workbench
      
    • Here, you will find the dayz.gproj file.
  2. Open the Project File:

    • Double-click on dayz.gproj.
    • If prompted, choose to open it with Workbench. You can find Workbench in steamapps/common/DayZ Tools/Bin/Workbench.

Configuring Source Data Directory in Workbench

This step only needs to be completed one time, unless you change your DayZ install directory.

  1. Set the Source Data Directory:

    • In Workbench, navigate to Workbench -> Options.
    • Set "Source Data Directory" to your DayZ installation path, such as C:/Program Files (x86)/Steam/steamapps/common/DayZ Exp.
  2. Handle the Restart Prompt:

    • Upon setting the directory, a prompt to restart Workbench will appear. Select 'No' to decline this automatic restart.
  3. Manually Restart Workbench:

    • Close the Resource Browser to ensure all settings are applied.
    • Exit and then reopen Workbench.
    • Reopen the dayz.gproj file.

With Dabs Framework on your machine, your project will automatically have plugins built-in. To use these plugins, follow Using the Workbench Plugins in the wiki.

License

Your tool is licensed under MIT License.

For any additional questions or feedback, please raise an issue in this repository or contact Dab.

dayz-editor-loader's People

Contributors

inclementdab avatar wrdg avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar

dayz-editor-loader's Issues

compile error on server startup "Unknown type: 'EditorDeletedObjectData'"

@InclementDab
In File https://github.com/InclementDab/DayZ-Editor-Loader/blob/main/DayZEditorLoader/Scripts/5_Mission/DayZEditorLoader/Mission/EditorLoaderModule.c line 1

From the logs:


23:48:29.429 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,1": Unknown type 'EditorDeletedObjectData'

23:48:29.429 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,1": Wrong number of template parameters

23:48:29.448 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,8": Unknown type 'EditorSaveData'

23:48:29.448 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,8": Wrong number of template parameters

23:48:29.448 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,39": Unknown type 'EditorSaveData'

23:48:29.448 SCRIPT (E): @"DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c,59": Unknown type 'EditorSaveData'

23:48:29.691 SCRIPT (E): Can't compile "Mission" script module!

DayZEditorLoader/scripts/5_Mission/dayzeditorloader\mission\editorloadermodule.c(1): Unknown type 'EditorDeletedObjectData'


Nice editor by the way, but still could need some polishment ;)

ExportLootExperimental = true is generating positions for deleted buildings

When deleting native objects on the map and then adding new buildings in it's place with the editor, we're not able to generate the loot positions using EditorLoaderModule.ExportLootData = true. I suspect that the deleted building is seen as invalid during the export process and are thus omitted from the generated mapgrouppos.xml...

11:49:00.781   !!! Object Land_Mil_Barracks4 at 4439.983398, 4872.725586 is not valid...

As a test, I've tried using EditorLoaderModule.ExportLootExperimental = true and it the result is that it generates the positions for both the new building as well as the deleted buildings. Upon entering the game, I can see loot for the new buildings, and then also see floating loot from the deleted building. Using EditorLoaderModule.ExportLootExperimental = true appears to export loot positions from deleted objects in editor, which seems like a bug. I would expect it not to generate loot positions for buildings that were deleted.

Not finding *.dze files in EditorFiles directory

The mod doesn't seem to be finding my dze files in the EditorFiles directory that now lives in mpmissions. I am running this mod on a 1.15 Experimental linux server.

The log just shows a very simple "No files found" type error.

Import .dze

Hi deb,

Is it possible to create a script to read .dze files in a folder? Ex publishing a @traderAltar mod and calling the .dze from within it?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.