Stilllooking into it, but I'm at a dead end since I don't have much experience creating/modding missions. It would be much easier if we could compare the mission that is running on the official servers, though I imagine BI may not be so quick to share that.
I had played with the offline mode and i also had achieved to spawn more zombies and in every city, but those were static spawns which you can setup in a file outside the missions folder (forgot which pbo was).
this is not how it works. We have spawn coordinates for the zombies all around the map. This information is stored in a file called "zombie_territories.xml" stored in the worlds_chernarusplus_ai.pbo (DayZServer\addons\worlds_chernarusplus_ai\DZ\worlds\chernarusplus\ai) the file looks like this:
why is this discussion turned to server performance, i did not started this thread because of performance issues.I only wrote that some months ago without the server files i have tried to increase the zombies amount in offline mode and got stuck, but this has nothing to do with the server application.
My problem is that the dynamic trigger for zombies works only once, after that you must relog to get another dynamic spawn in the next city. I don't care about the static spawns because once depleted they will respawn only after server restart.
In events.xml I noticed that the ambient animal "children" all had both max and min values, whereas the infected all had max=0. By changing the max to a value equal to or higher than the min, I've been able to have infected in more than one town.
I haven't done a lot of testing, but so far managed to spawn into Gorka, then run to Polana and Orlovets and see infected in both villages. On a second attempt, I spawned in Solnichniy, ran north to Nizhnoye and also found infected there.
Gamers are always looking for more zombies to kill, and the industry has been generous, offering up a seemingly endless wave of games that let players slake their thirst for undead extermination. Whether the player wants an FPS, survival crafting game, or psychological horror, there's something on the menu to suit every zombie fan's taste.
7 Days to Die is the go-to choice for many players, mixing base-building and crafting with traditional FPS action, giving the player all the tools they need to survive this zombie apocalypse. Despite the hordes of undead already in the game, some players will inevitably demand more. Here's everything the player needs to know to spawn more zombies in the game and make the end of the world a little harder.
Thankfully, though the game has many excellent mods, they aren't needed to spawn zombies. The first step to spawning zombies is to enter debug mode. To begin this process, press "F1." This opens a console on the screen, allowing the player to type commands into it. Type "dm" (this stands for debug mode) and hit "Enter." Now hit "F1" again, and finally hit "F6" to open the spawn menu.
The player should make sure they are facing the place they would like the zombies to spawn since spawns will appear in the position marked by the player's crosshair. The spawn list includes dozens of different enemies, from Wolves and Bikers to Burnt Ferals and Radiated Zombie Vultures, so the player has plenty of choices to stretch even the best perks to their limits.
Once the player has chosen their desired spawn, they only need to select it from the menu and then press either "Escape" or "F6" to close the menu. Zombies spawned through the debug menu default to facing away from the player. If the player wants the zombie to spawn facing them instead, there's an easy solution: a button marked "Look At You," located in the upper-left corner of the spawn menu. Now the zombie will at least get to look at whatever cool modded weapon the player decides to blast them with.
For many players, spawning just one zombie isn't enough. Players who want a zombie horde could spawn them into the game one by one, but doing so is a tedious process. Fortunately, the game comes equipped with an easy solution for generating massive hordes of the walking dead on which to test the game's best weapons. Located in the upper-left corner of the spawn menu, just below the "Look At You Option," is a button marked "Spawn 25." This does exactly what the player would expect, spawning 25 copies of the currently selected creature.
Spawning a horde of zombies in an instant is a fun and easy way to get some target practice in, but it's important to remember to turn off the "Spawn 25" option once it has been activated if the player moves on to other spawns. Since this option doesn't automatically switch off between spawn selections, it's easy for the player to accidentally spawn a gaggle of NPCs or more motorcycles than they could source the gasoline for.
The Blood Moon Horde is a special Horde which only occurs during the Blood Moon, which on default settings occurs every 7 days (this is modifiable; see #Blood Moon Frequency below). The name of the game is a reference to this every-seven-day attack.
A Blood Moon Horde consists of an early-morning indicator, late-afternoon warnings, an initial attack followed by subsequent waves of attack, and the conclusion at 4AM. The zombies spawned during a Blood Moon Horde know exactly where all players are regardless of quiet, lack of heat, sneaking, or defenses. They will climb or dig as they are able in order to reach the player. Upon someone's death, the zombies targeting them will despawn and the Blood Moon Horde will cease for the remainder of the night. The only known way to completely avoid a Blood Moon Horde is to be on top of a tall enough POI such as the Hospital or Joe Bros Builders. It is believed that this is due to the player being too far away from valid locations for zombies to spawn on the Blood Moon.
At 08:00 on Blood Moon day (this can be customized), the day number in the HUD will turn red. This is your first indication that the horde will be coming that night. At 18:00 you will hear a crack of thunder and the sky will slowly start to turn red. By 21:00 the sky will be very red and the storm will be in full swing. You are definitely running out of time!
At 22:00 there will be a directionless scream announcing the beginning of the horde. Shortly thereafter a number of zombies will spawn some distance away from you and run towards you. The exact number of zombies depends on several factors including your Game Stage, the number of players if multiplayer, and performance settings. See #Horde Spawning Mechanics below for details.
As you kill zombies, more will spawn to take their place. Eventually you may kill an entire wave in which case after a short delay a new wave will begin to arrive. Each wave also has its own timer such that if you can't kill the entire wave in time it will stop spawning and the next wave will begin. This is generally invisible to the player, but see #Horde Spawning Mechanics below for details.
The configuration file which controls Blood Moon Horde spawning is gamestages.xml. Here is an example for Game Stage 59 which we will walk through. Each line identifies a single wave of the overall horde.
The total possible number of zombies which can spawn during a Blood Moon Horde can be found by adding up the 'num' parameter for all waves in the appropriate entry in gamestages.xml. In the example shown above, the total number of possible zombies is 84 + 84 + 84 = 252. The actual number of zombies spawned at the same time will likely be different and the total number of zombies actually fought might be different depending on how efficient you are at killing them.
In this example, now the limiting factor is the 'maxAlive' parameter for the horde wave, which is 22. As Game Stage increases, eventually maxAlive will grow to be greater than the Blood Moon Enemy Count setting (32) and then the limit would be 32 at once.
In this example, the limiting factor is Max Spawned Zombies. This is because 'maxAlive' (22) times the number of players (3) equals 66 total spawns. However the Max Spawned Zombies setting is 64, so only 64 spawns would happen at once.
At the beginning of a Blood Moon Horde there may be some natural spawns in the area. These spawns do count against the Max Spawned Zombies limit, and the Blood Moon horde will only spawn zombies until the max is hit, even if this is less than would otherwise be allowed. So in Example 3 above, if there were 10 naturally-spawned zombies milling around when the horde started, the horde would only be able to spawn in 54 zombies (64 max minus the 10 already in the world) to start with. Eventually the natural spawns will time out (or be killed) and pretty much all living zombies will be from the horde spawner.
Each horde wave has a duration expressed in in-game hours. In the example above the first two waves have a duration of 2 hours and the last has a duration of 7 hours. Note that the entire Blood Moon lasts for 6 hours, so a duration of 7 essentially means 'for all the time remaining until 0400'.
If you repeatedly achieve result #1, it is quite possible to 'beat' the Blood Moon well before 04:00. After that there will be no more spawns (see #Customizations below). If you at least achieve result #1 on the final wave, you will 'beat' Blood Moon and spawns will cease. At higher Game Stages this is increasingly difficult as the waves are more numerous and have a larger total spawn amount.
The primary differences between single-player and multiplayer hordes are the per-player horde spawn limits. These are 'Blood Moon Enemy Count' and 'maxAlive' described above. Generally you will not want to mess with maxAlive unless you are building a mod, so to adjust the multiplayer experience you will want to adjust Blood Moon Enemy Count. Increasing the value will - especially as your Game Stage passes about 50 or so - make the 'horde fight' bigger in a very direct way. Double the value and you will see double the zombies attacking your base at the same time. This has significant performance impacts for both the server and the clients.
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