The DayZ LootfinderYour most vulnerable state in DayZ is when you are looking over a body or loot spot and having your bag open. This Mission will help you become a better looter.
YOUR MISSION:
Learn what buildings that have loot look like.
Learn what buildings have what loot.
Learn what loot likes like without having to "Gear" it. (Exception: The Generic Pouch Loot)
Become a faster and more efficient Looter.
VERSION 2.0 <-DOWNLOAD
Helper mission for DayZ mod, to visualize loot locations.
Mission will indicate on the map, and in the buildings itself,
where zombies and loot can be found, and their probabilities.
Indicators on map, without probability info:

Indicators on map, with probability info:

Indicator in-game, showing lootable buildings and wells:

Indicators in-game, showing loot locations in buildings:

Lakes can be searched for:

Specific items can be searched for:

Usage:
Buildings with lootable positions are indicated by a colored beam, pointing down at it.
The color of the beam will depend on the number of loot locations:
10 or less: green
20 or less: yellow
more than 20: red
Water pumps or wells are indicated by blue beams.
Inside the buildings there are cubes, indicating the possible loot positions.
Opening the map will show markers at all the lootable buildings
(the coloring, representing the number of loot positions, is the same as for the in-game beams).
To analyze a different area (the scanning radius is 1km), click on the map,
and new markers will appear. (The player will also be moved to the clicked position.)
By default, the buildings are only indicated with a marker dot.
To also show the probabilities of zombies and loot positions,
hold the <Shift> key when clicking on a location.
Each marker will then show the following information:
Chance of zombies / maximum number of zombies - chance of loot / maximum loot positions
By pressing <Alt> when clicking on the map, you can search for lakes.
Be aware though, that this function is very slow, and will take several minutes,
even on high-powered PCs.
Lakes are indicated by a blue "Start" icon (circle with arrow up).
To search for specific item locations activate the respective user action,
and select an object in the dialog.
If matching building types are found, these will be indicated on the map with
a black marker. The chance of one of the indicated buildings actually containing
the searched object depends on general probablity settings, as well as the number
of players in the game, but will nevertheless tell you where it makes sense
looking for the items, and where it doesn't.
There are also cases where objects will only appear in dynamically created
structures (e.g. tents). Since those locations are random, they cannot be
indicated on the static SP map.
DayZ Single PlayerVersion 1.3.1 <- DOWNLOAD
This mission is meant as a "training level" for DayZ, to familiarize yourself with the environment, game mechanics and zombie behavior, until you can get onto a MP server.
It is NOT, and it is not meant as, a full-scale SP conversion. The only purpose of this mission is to give people a chance to get used to the game and the mod, without having to wait 30 minutes to get onto a server, only to then die within the first minute online.
The mission is only calling the code from the mod itself, without modifying it in any way (apart from disabling server communications), so it should behave identical to the online version; e.g. you are spawned at a random position, and loot distribution and zombies behavior is like in MP play.
Of course, there are no other players, so one of the main challenges and attractions of the original mod is missing, but if you're new to Arma, or new to DayZ, spending a few hours with the SP version should nevertheless help your online survival chances a bit...
The mission contains three cheat modes that allow the player to either indicate possible loot positions (similar to the standalone Loot Finder mission), to spawn any in-game weapons, equipment, vehicles or animals (in order to familiarize yourself with the mechanics of fixing vehicles, or preparing meat), or to disable zombie attacks (in case you don't want to be "disturbed", when trying to experiment with the game).
Current mission time can adjusted at any point during the game.

In cheat mode, weapons, equipment, vehicles, and animals can be spawned at any location.


Via a selection dialog any DayZ-specific models/skins can be selected during the game.

Usage Notes:
Several game options can be selected via a radio call:
0-0-0: Sets the current mission time (can be set and reset at any point during the mission).
0-0-1: Brings up a model selection dialog
(as the list of available model is created dynamically, this may take a while on slower PCs)
A cheat mode is available, and can be activated at the start the of mission.
(This has to be done within the first 60 seconds of the mission!)
To do so, the player has to walk in a "C" pattern:
1. Strafe left (key "A") for a few steps, then stop.
2. Move back (key "S") for a few steps, then stop.
3. Strafe right (key "D") for a few steps, then stop.
After this, there will be three additional radio calls available:
0-0-7: Spawn Objects
Allows spawning of any weapons, equipment, vehicles or animals that are normally
available in the mod.
Any items will be spawned on the ground, in front of the player.
Vehicles will start out damaged (just like in the MP version), and will have to
be repaired, in order to be useable.
Animals can be killed and butchered, in order to use their meat.
When spawning smaller items and standing on a slope, make sure that you are
pointed downhill, as otherwise the item may spawn underground.
Be aware that some tools are configured as weapons (e.g. the shovel or the toolbox),
so they have to be selected from the respective group.
0-0-8: No Zombie Attacks
Zombies will still approach the player, but not carry out any attacks.
The non-attack mode will stay like this until the end of the mission.
0-0-9: Show Loot Info
Indicated buildings around the player's current area that might contain loot.
Buildings are marked by a vertical beam, and the spawn positions inside the
building are indicated by green translucent boxes.
If a map is available, the buildings will also be indicated there.
The different beam colors indicate the number of loot positions:
10 or less: green
20 or less: yellow
more than 20: red
watersource: blue