BuildLoader
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.
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
– 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.
– 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
