MikePetunia

Finding huntable animals - or spawning them

9 posts in this topic

Posted (edited)

Anyone able to find huntable animals? I found a chicken and killed it - no scroll options (I had a knife), but when I dropped the knife & picked it up again, THEN I could gut it... but got no food.

Also, anyone know how to script-spawn the animals that can be hunted (for testing the above!)...

Last question - any way to increase the amount of animals?

Thanks in advance!

Edited by MikePetunia

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Im having the same thing, some peeps are able to to do the odd time but most are unable.

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The animal rate does need little increase

 

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Posted (edited)

I've got this in my config.cpp in my mission file folder:

Spoiler
class CfgExileAnimals
{
 /**
  * Should animals spawn on your server? Y/N?
  */
 enabled = 1;
 /**
  * Should vanilla Arma animals (fish, rabbits, bees, etc.) be disabled?
  * We think it should, since it might confuse players if they cant eat them. *munches on bees*
  */
 disableVanillaAnimals = 1;
 /**
  * Which animals to spawn.
  * Exile automatically spawns a color variation of that animal, if variations exist.
  * Each player (client) has a maximum of one animal at a time.
  * Exile checks which animal type can spawn in front of the player and then
  * picks a random one.
  *
  * For now it is like this:
  *
  * - Goats spawn on hill tops, but not in forests
  * - Sheep spawn on meadows, but not next to forests and not on hill tops
  * - Hens and roosters spawn next to buildings only
  *
  * => More animal types will follow in upcoming Exile versions, hopefully.
  */
 animalTypes[] =
 {
  "Exile_Animal_Rooster_Abstract",
  "Exile_Animal_Hen_Abstract",
  "Exile_Animal_Goat_Abstract",
  "Exile_Animal_Sheep_Abstract"
 };
 /**
  * Animals are always spawned in front of the player, but
  * at least a certain distance away. The radius is applied on top.
  *
  * Example:
  * Distance = 150
  * Radius = 50
  *
  * => Minimum Distance from Player = 150
  * => Maximum Distance from Player = 150 + 50 * 2
  */
 spawnDistance = 150;
 spawnRadius = 50;
 /**
  * Specifies the minimum time in seconds between spawning animals.
  * When the animal diededed, this time has to pass before it spawns
  * a new one.
  *
  * It is a min/max setting, so the intervals will be uneven and a bit random.
  * By default it will take 5 to 10 minutes to respawn a new animal.
  */
 minimumSpawnDelay = 5 * 60;
 maximumSpawnDelay = 10 * 60;
 /**
  * Clients will despawn animals if no player is in this radius around the animal
  * This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly.
  */
 keepAliveRadius = 500;
 /**
  * Defines the minimum lifetime of an animal in seconds. During this time, right after spawning,
  * it will not despawn. (+-0..1 minute delay)
  */
 minimumLifetime = 5 * 60;
};

I also have this in my config.cpp, too:

Spoiler
 class Animal
 {
  targetType = 2;
  target = "Exile_Animal_Abstract";
  class Actions
  {   
   class Gut: ExileAbstractAction
   {
    title = "Gut Animal";
    condition = "!(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['CanBeGutted', false])";
    action = "['GutAnimal', ExileClientInteractionObject] call ExileClient_action_execute";
   };
  };
 };

It works perfectly.  We've found all the animals at one point or another.   Not herds of them but enough - generally one at a time.   And gutting with a knife yields the right kind of meat, too.  I'm not sure I did anything different from the vanilla install.

Edited by Bob_the_K
3 people like this

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On 25/07/2017 at 1:09 AM, Bob_the_K said:

I've got this in my config.cpp in my mission file folder:

  Hide contents
class CfgExileAnimals
{
 /**
  * Should animals spawn on your server? Y/N?
  */
 enabled = 1;
 /**
  * Should vanilla Arma animals (fish, rabbits, bees, etc.) be disabled?
  * We think it should, since it might confuse players if they cant eat them. *munches on bees*
  */
 disableVanillaAnimals = 1;
 /**
  * Which animals to spawn.
  * Exile automatically spawns a color variation of that animal, if variations exist.
  * Each player (client) has a maximum of one animal at a time.
  * Exile checks which animal type can spawn in front of the player and then
  * picks a random one.
  *
  * For now it is like this:
  *
  * - Goats spawn on hill tops, but not in forests
  * - Sheep spawn on meadows, but not next to forests and not on hill tops
  * - Hens and roosters spawn next to buildings only
  *
  * => More animal types will follow in upcoming Exile versions, hopefully.
  */
 animalTypes[] =
 {
  "Exile_Animal_Rooster_Abstract",
  "Exile_Animal_Hen_Abstract",
  "Exile_Animal_Goat_Abstract",
  "Exile_Animal_Sheep_Abstract"
 };
 /**
  * Animals are always spawned in front of the player, but
  * at least a certain distance away. The radius is applied on top.
  *
  * Example:
  * Distance = 150
  * Radius = 50
  *
  * => Minimum Distance from Player = 150
  * => Maximum Distance from Player = 150 + 50 * 2
  */
 spawnDistance = 150;
 spawnRadius = 50;
 /**
  * Specifies the minimum time in seconds between spawning animals.
  * When the animal diededed, this time has to pass before it spawns
  * a new one.
  *
  * It is a min/max setting, so the intervals will be uneven and a bit random.
  * By default it will take 5 to 10 minutes to respawn a new animal.
  */
 minimumSpawnDelay = 5 * 60;
 maximumSpawnDelay = 10 * 60;
 /**
  * Clients will despawn animals if no player is in this radius around the animal
  * This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly.
  */
 keepAliveRadius = 500;
 /**
  * Defines the minimum lifetime of an animal in seconds. During this time, right after spawning,
  * it will not despawn. (+-0..1 minute delay)
  */
 minimumLifetime = 5 * 60;
};

I also have this in my config.cpp, too:

  Hide contents
 class Animal
 {
  targetType = 2;
  target = "Exile_Animal_Abstract";
  class Actions
  {   
   class Gut: ExileAbstractAction
   {
    title = "Gut Animal";
    condition = "!(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['CanBeGutted', false])";
    action = "['GutAnimal', ExileClientInteractionObject] call ExileClient_action_execute";
   };
  };
 };

It works perfectly.  We've found all the animals at one point or another.   Not herds of them but enough - generally one at a time.   And gutting with a knife yields the right kind of meat, too.  I'm not sure I did anything different from the vanilla install.

Hmm okay. I'm using quite vanilla files at the moment, just a few mods - will see if there's any conflicts.

 

I wondered about turning up the spawns or even script-spawning some just for testing etc - anyone managed to do that yet?

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Are you using an older version of the CDAH workshop on your mission pbo? I know for a fact that stopped us gutting animals until we updated one of the modified files.

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On 7/25/2017 at 2:09 AM, Bob_the_K said:

I've got this in my config.cpp in my mission file folder:

  Reveal hidden contents
class CfgExileAnimals
{
 /**
  * Should animals spawn on your server? Y/N?
  */
 enabled = 1;
 /**
  * Should vanilla Arma animals (fish, rabbits, bees, etc.) be disabled?
  * We think it should, since it might confuse players if they cant eat them. *munches on bees*
  */
 disableVanillaAnimals = 1;
 /**
  * Which animals to spawn.
  * Exile automatically spawns a color variation of that animal, if variations exist.
  * Each player (client) has a maximum of one animal at a time.
  * Exile checks which animal type can spawn in front of the player and then
  * picks a random one.
  *
  * For now it is like this:
  *
  * - Goats spawn on hill tops, but not in forests
  * - Sheep spawn on meadows, but not next to forests and not on hill tops
  * - Hens and roosters spawn next to buildings only
  *
  * => More animal types will follow in upcoming Exile versions, hopefully.
  */
 animalTypes[] =
 {
  "Exile_Animal_Rooster_Abstract",
  "Exile_Animal_Hen_Abstract",
  "Exile_Animal_Goat_Abstract",
  "Exile_Animal_Sheep_Abstract"
 };
 /**
  * Animals are always spawned in front of the player, but
  * at least a certain distance away. The radius is applied on top.
  *
  * Example:
  * Distance = 150
  * Radius = 50
  *
  * => Minimum Distance from Player = 150
  * => Maximum Distance from Player = 150 + 50 * 2
  */
 spawnDistance = 150;
 spawnRadius = 50;
 /**
  * Specifies the minimum time in seconds between spawning animals.
  * When the animal diededed, this time has to pass before it spawns
  * a new one.
  *
  * It is a min/max setting, so the intervals will be uneven and a bit random.
  * By default it will take 5 to 10 minutes to respawn a new animal.
  */
 minimumSpawnDelay = 5 * 60;
 maximumSpawnDelay = 10 * 60;
 /**
  * Clients will despawn animals if no player is in this radius around the animal
  * This check is ran every 1 minute, so it is pretty unprecise, but performance-friendly.
  */
 keepAliveRadius = 500;
 /**
  * Defines the minimum lifetime of an animal in seconds. During this time, right after spawning,
  * it will not despawn. (+-0..1 minute delay)
  */
 minimumLifetime = 5 * 60;
};

I also have this in my config.cpp, too:

  Reveal hidden contents
 class Animal
 {
  targetType = 2;
  target = "Exile_Animal_Abstract";
  class Actions
  {   
   class Gut: ExileAbstractAction
   {
    title = "Gut Animal";
    condition = "!(alive ExileClientInteractionObject) && (ExileClientInteractionObject getVariable ['CanBeGutted', false])";
    action = "['GutAnimal', ExileClientInteractionObject] call ExileClient_action_execute";
   };
  };
 };

It works perfectly.  We've found all the animals at one point or another.   Not herds of them but enough - generally one at a time.   And gutting with a knife yields the right kind of meat, too.  I'm not sure I did anything different from the vanilla install.

Have exactly the same configs, still can't gut animals...
knife aka Exile_Item_Knife just need to be in your inventory right? What mods can conflict with this?

 

 

FIXED!
Core code files of Exile were not up to date! Get the latest server version files (At the moment its 1.0.3f)

Edited by Chernaruski

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I've setuped new server but there arent any animal class or configs inside config.cpp :/

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6 hours ago, dadirusso said:

I've setuped new server but there arent any animal class or configs inside config.cpp :/

there is inside the config.cpp, get it off the altis or tanoa.mission file

1 person likes this

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