DayZ
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BuildLoader
   
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Type: Mod, Server
File Size
Posted
Updated
5.079 KB
18 Mar, 2021 @ 12:25pm
4 Jun, 2023 @ 3:16pm
6 Change Notes ( view )

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BuildLoader

Description
Description
This is an alternative to DayZ Editor Loader, except this loads files exported in COM or init.c format. This mod is not dependent on being a client mod, and can be ran as a server only mod, using the -servermod= parameter. You can export your builds/map edits directly from COM or DayZ Editor in init.c exported format, and load them into your server without having to touch your actual mission's init.c file, this streamlines the process of loading map edits, leaving little room for human error when changing the mission's init.c file.

How To Use
1. Load mod client or server side, example of loading server side: -servermod=@BuildLoader
2. Create a folder in your serverprofile folder, name it BuildLoader
3. Put all your exported COM or DayZ Editor exported renamed init.c files in the BuildLoader folder
4. Start the server

[i.imgur.com]

Notes
- If the 'BuildLoader' folder is not there when the server starts, the mod will generate the folder when the server gets to the mission intialization phase.
- Rename your exported init.c files, so you can place multiple files in the 'BuildLoader' folder.
- You do NOT need to edit the exported init.c files, BuildLoader will take care of spawning the objects.
- If you're attempting to load objects that are not part of the game, missing a mod or the scope of the object is private, BuildLoader will simply skip over attempting to spawn the object, preventing unnecessary crashes.
- If you do decide to load BuildLoader as a client mod, the module will simply not load on the client, but still work on the server side.

Important
- BuildLoader does load persistent objects, but will not stack them on restarts.
- Rename your exported init.c files.

You are allowed to repack this with given credit to the following:
Jacob_Mango, Arkensor, InclementDab, and Wardog
58 Comments
bobbyedwinwilliams94 26 Jul @ 2:53pm 
IM TRYING TO FIND THE BESD DAYZ MODS FOR A PS5 SERVER ANY SUGGESTIONS?
ekki 17 Jul, 2023 @ 7:12am 
Yes I already switch to DayZ Editor Loader, I didn´t know this is for legacy .c files. Anyway good job!
1800ComeGetSome 17 Jul, 2023 @ 1:51am 
do you have a premade bridge for skallity island? i could really use one lol
Wardog  [author] 16 Jul, 2023 @ 11:10pm 
Infected running through buildings is a back and forth battle. The moment you start having nearly a thousand custom objects, the navmesh carving doesn't kick in until later. If you don't want it to happen within the first few minutes of server start, then tone down the amount of objects spawned. And no I don't support scaling, because this mod parses the legacy format of SpawnObject, I cannot support both the legacy and the format the supports scaling because of inconsistencies in the signatures. If you want scaling, use DayZ Editor Loader.
ekki 16 Jul, 2023 @ 1:12pm 
your spawning method not using scale parametr ?
ekki 13 Jul, 2023 @ 5:46am 
Hi, cool mod, I have same trouble with zombies running thru. Is there any tutorial how to regenerate navmesh with edits and put it to server please? Or is there any server parametr to count that textures fastly?
1800ComeGetSome 7 Jul, 2023 @ 12:30am 
Yo i have to delete and reistall after every restart.. it gives a missing pbo error?
Wardog  [author] 10 Jun, 2023 @ 2:09pm 
BuildLoader does not support deletions, use dayz editor loader for that
[HKD]Susu 10 Jun, 2023 @ 12:51pm 
Hello, is it possible to import deleted objects with?
Wardog  [author] 10 Jun, 2023 @ 1:28am 
Well, I've done all I can. Bohemia provided the necessary functionality to handle the problem, and I use it correctly. I can only do so much to mitigate the issue, dayz is meant to use baked navmeshes for buildings rather than carving the navmesh for hundreds if not thousands of non native buildings