No description
Move the registry, loot tables and scalar tunables out of hardcoded EnScript
into JSON loaded via DayZ's JsonFileLoader. Defaults are written to
<ProfileFolder>/YAInteraction/{settings.json,interactables.json} on first start
and read back (overriding code defaults) on subsequent starts.
- Add YAInteractionSettings (settings.json) and YAInteractionData
(interactables.json) serializable classes with inline defaults
- Add YAInteractionConfigLoader singleton: MakeDirectory + FileExist driven
load-or-save, plus client-safe in-code default fallback (EnsureDefaults)
- Load server-side via modded MissionServer.OnInit before players connect
- Gut YAInteractionConfig down to compile-time constants
- Rebuild manager lookups from loaded Data; update field names and float weights
- Remove redundant 5_Mission placeholder; update README
CF persistence and config hot-reload remain marked with // TODO (v2).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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| scripts | ||
| config.cpp | ||
| mod.cpp | ||
| README.md | ||
YAInteraction
A DayZ server mod that adds interactable furniture (search for loot) and a two-stage repairable sink (repair, then gather water).
Features
- Searchable furniture — medical cabinet, fridge, and vending machine yield random items from weighted, config-defined loot tables. Per-object cooldown.
- Repairable sink — repair with a
Wrench/PipeWrench, then gather water into a held/inventory container. Per-player cooldown, configurable amount. - JSON-configured — interactables, loot tables and scalar tunables live in
JSON under
<ProfileFolder>/YAInteraction/. Defaults are written on first start and read (overriding defaults) on every start after. No target/loot classnames exist anywhere else in the codebase.
Target objects (v1)
| Classname | Action | Loot table |
|---|---|---|
StaticObj_Furniture_case_sink_a |
Repair → Gather Water | — |
StaticObj_Furniture_lekarnicka |
Search | MedTable |
StaticObj_Furniture_fridge |
Search | FoodTable |
StaticObj_Furniture_vending_machine |
Search | VendingTable |
Configuration files
Generated on first start under <ProfileFolder>/YAInteraction/:
settings.json— scalar tunables:WaterAmountMin,WaterAmountMax,SinkPlayerCooldownSec,ObjectCooldownSec.interactables.json— theInteractablesregistry and allLootTables.
Delete a file and restart to regenerate it from code defaults.
Structure
config.cpp / mod.cpp mod + script-module registration, metadata
scripts/3_Game shared game-layer placeholder (v2 hooks)
scripts/4_World/YAInteraction
Config/YAInteractionSettings.c serializable scalar settings (settings.json)
Config/YAInteractionData.c serializable registry + loot tables (interactables.json)
Config/YAInteractionConfigLoader.c JSON load/save + code defaults (singleton)
Config/YAInteractionConfig.c compile-time constants only
YALootTableManager.c weighted pick + item spawning
Entities/YAInteractionManager.c registry lookup + repair state
Actions/ Search / RepairSink / GatherWater actions
YAInteractionInit.c modded BuildingBase action injection
scripts/5_Mission/YAInteraction
YAInteractionMissionInit.c modded MissionServer.OnInit -> load config
Notes
- Config is loaded server-side at
MissionServer.OnInit(before any player connects). Clients fall back to in-code defaults for action injection. - Cooldowns and sink repair state are tracked in memory and reset on server
restart. CF persistence hooks are marked with
// TODO (v2). - All item and tool classnames are verified against the base game data.
Adding a new interactable
Edit interactables.json (add to Interactables, and a LootTables entry if
it searches), then restart. To change the built-in defaults, add one line to
BuildDefaultData() in YAInteractionConfigLoader.c:
d.Interactables.Insert(MakeEntry("Your_Classname", YAInteractionConfig.ACTION_SEARCH, YAInteractionConfig.TABLE_FOOD, Settings.ObjectCooldownSec));