Admin Debug Map - Ingame item ?

Posts 14 of 4 · Page 1 of 1
Admin Debug Map - Ingame item ?
okay so i was looking through dayzs files and in the CfgWeapons.hpp
i found this
Code:
class ItemMap_Debug: ItemCore {
		descriptionshort = "Debug Map - Admin use only";
		displayname = "Map";
		picture = "\ca\ui\data\gear_picture_map_ca.paa";
		scope = 2;
		simulation = "ItemMap";
		class Library {
			libtextdesc = "Debug Map - Admin use only";
		};
	};
so has anyone ever seen this before or tried spawning ItemMap_Debug and seeing what it is/does
Quote Originally Posted by T0X1Cmods View Post
so has anyone ever seen this before or tried spawning ItemMap_Debug and seeing what it is/does
Actually I have. If you look at the map. It'll show a zone around where your position is. Basically just a circle around you. Not sure what other players look like but I don't believe it shows them.
Quote Originally Posted by Distraught2 View Post
Actually I have. If you look at the map. It'll show a zone around where your position is. Basically just a circle around you. Not sure what other players look like but I don't believe it shows them.
about your PM see where it says class ItemBpt_b1 for example ItemBpt_b1 would be that bluprints class name and create = "wooden_shed_lvl_1"; would be what that blueprint is used to make
Code:
class ItemBpt_b1 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_B1;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "wooden_shed_lvl_1";
			};
		};
	};

	class ItemBpt_b2 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_B2;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "log_house_lvl_2";
			};
		};
	};

	class ItemBpt_b3 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_B3;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "wooden_house_lvl_3";
			};
		};
	};

	class ItemBpt_h1 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_H1;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "large_shed_lvl_1";
			};
		};
	};

	class ItemBpt_h2 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_H2;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "small_house_lvl_2";
			};
		};
	};

	class ItemBpt_h3 : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_H3;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_FOUNDATION;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "big_house_lvl_3";
			};
		};
	};

	class ItemBpt_g_s : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_GARAGE_S;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_GARAGE;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "small_garage";
			};
		};
	};

	class ItemBpt_g_b : CA_Magazine {
		scope = public;
		count = 1;
		type = (256 * 1);
		displayName = $STR_BLUEPRINT_GARAGE_B;
		model = "\origins_pack\items\item_blueprints.p3d";
		picture = "\origins_pack\items\textures\item_blueprints_ui.paa";
		descriptionShort = $STR_BLUEPRINT_DESC;
		
		class ItemActions {
			class Build {
				text = $STR_BUILDING_GARAGE;
				script = "spawn player_bbstart;";
				require[] = {"ItemToolbox"};
				create = "big_garage";
			};
		};
	};
to find the rest look in origins dayz_equip.pbo and open config.cpp then do a quick ctlr + f and search blueprint
I saw those ones. But there are rare blueprints that drop off the Mayor on Salvation Island. Can't seem to find those. First 5 min of this video shows it off.


I know the one featured in that video is referred to as "Object X"
Posts 14 of 4 · Page 1 of 1
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