No description
Editor + YAProxy scan show the vending proxy is 'vending_machine.NNN' (same pattern as case_d/phonebox), not ZPF's override name 'sodamachine'. Update the default so Search matches it. Note: the old on-disk interactables.json used the pre-YAProxy schema (ClassName/ComponentMatch), so ProxyName deserialized empty -> 0 interactables. Deleting it (server) regenerates with the current schema. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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|---|---|---|
| scripts | ||
| $PBOPREFIX$.txt | ||
| 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).
Requires @YAProxy — the furniture are proxies baked into house models, not entities. @YAProxy handles proxy detection + position sync; YAInteraction's actions extend
YAProxyActionBase. Load@YAProxybefore@YAInteraction(handled viarequiredAddons).
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));