

# Run Green County...

# Files & Recommandations

Below you will find all the information you need to host Green County on your own server.

## Mods &amp; Mission Files

<table border="1" id="bkmrk-%22green-county---earl" style="border-collapse: collapse; width: 100%;"><colgroup><col style="width: 10.9764%;"></col><col style="width: 89.0236%;"></col></colgroup><tbody><tr><td>[![Green_County_summer.png](https://www.hellmaker2a.com/uploads/images/gallery/2026-01/g1tauZWwuJu4Kz1A-green-county-summer.png)](https://steamcommunity.com/sharedfiles/filedetails/?id=2128098372)</td><td style="text-align: justify;">**Green County** : This mod is the map in his original flavor (spring/summer).

</td></tr><tr><td>[![Green_County_early_winter.png](https://www.hellmaker2a.com/uploads/images/gallery/2026-01/scaled-1680-/B6NGFQrC8kBRxrbX-green-county-early-winter.png)](https://steamcommunity.com/sharedfiles/filedetails/?id=3617023107)</td><td style="text-align: justify;">"**Green County - Early Winter or late Fall**" : This mod allow to play on a early winter or late fall Green County environment while you use "*Early Winter or late Fall*" mods by [cynep](https://steamcommunity.com/id/nextfl).

</td></tr><tr><td>[![Green_County_winter.png](https://www.hellmaker2a.com/uploads/images/gallery/2026-01/scaled-1680-/79yaGR9yUX8nXXxf-green-county-winter.png)](https://steamcommunity.com/sharedfiles/filedetails/?id=3617699480)</td><td style="text-align: justify;">"**Green County - Winter**" : This mod allow to play on a full winter Green County environment while you use "*Winter*" mods by [Lad](https://steamcommunity.com/id/Ladimus), [LIVINGxDEAD](https://steamcommunity.com/id/livingxdead), [asorrycanadian](https://steamcommunity.com/id/asorrycanadian), [Crazy Mike](https://steamcommunity.com/id/crazymikee), and [lynge](https://steamcommunity.com/profiles/76561198147649086).

</td></tr></tbody></table>

### About Seasonal Mods

<p class="callout warning">**You must put the main ‘Green County’ mod <span style="text-decoration: underline;">*AFTER*</span> the season mods in your -mod parameters.** </p>

#### Example

```shell
-mod="@CF;@Community-Online-Tools;@Early Winter or late Fall in Chernarus;@Early Winter or late Fall Livonia;@Green County - Early Winter or late Fall;@Green County;
```

### Mission Files

All mission files are available on my [Github](https://github.com/davidou2a/GreenCountyFiles/tree/main).

## About Arsenal Locker

<p class="callout info">So that server owners can verify if necessary, the Locker code is posted in the logs (scripts.log) each time the system restarts.</p>

### Output Example

> SCRIPT : ========== GREEN COUNTY LOG ==========  
> SCRIPT : Beacon activated by a player. the following code  
> SCRIPT : is logged for debbuging/admin checks purposes.  
> SCRIPT :   
> SCRIPT : Arsenal Locker Code : ABCDEF  
> SCRIPT : ==================================

## About Chinook CH-47 DE  


<p class="callout warning">Do not assign the “**chinhook**” usage to items other than **GC\_MilitaryCrate**, or <span style="text-decoration: underline;">you will break the mechanics</span>!</p>

This dynamic event (DE) is similar to the usual UH1Y helicopter crashes, except that it has **only one spawn point** in *mapgroupproto.xml*. If you add other items to the “*chinhook*” slot or increase/create additional spawn points on the Chinhook, you risk reducing the probability of encountering the **GC\_MilitaryCrate** and thus breaking the **Kriss Vector mechanic**. Only modify this behavior if you are certain of what you are doing.

## About GC\_MilitaryCrate

This crate is designed to contain one of the six variants of the Vector, with adjustable probabilities in the map's server-side configuration. **There are no plans to make its contents customizable**.

<p class="callout info">You can, however, override the code and create a variant to include in your own mod, but you do so <span style="text-decoration: underline;">at your own risk</span>.</p>

# GreenCounty "Config.json"

## File : Config.json

```json
{
    "FileVersion": 20260629,
    "WaterCollector": {
        "CholeraProbabilityPercentage": 0.10000000149011612,
        "CholeraAgentCount": 1
    },
    "ArsenalLocker": {
        "M82A1ProbabilityPercentage": 1.0,
        "M82A1MagazineProbabilityPercentage": 0.75,
        "M82A1OpticProbabilityPercentage": 0.75
    },
    "M1ASpawn": {
        "M1AProbabilityPercentage": 1.0,
        "M1AMagazineProbabilityPercentage": 0.75,
        "M1AOpticProbabilityPercentage": 0.75
    },
    "MilitaryCrate": {
        "VectorProbabilityPercentage": 1.0,
        "VectorMagazineProbabilityPercentage": 0.75,
        "VectorOpticProbabilityPercentage": 0.5,
        "VectorFlashlightProbabilityPercentage": 0.25,
        "VectorSuppressorProbabilityPercentage": 0.15000000596046449
    },
    "KolumbusVM": {
        "IPAProbabilityPercentage": 0.50,
        "IPAMaxQuantity": 5
    }
}
```

### Details

#### FileVersion

Internal number, don't edit this to avoid broke auto-update.

#### WaterCollector

##### CholeraProbabilityPercentage (0.0 to 1.0)

Probability in percent to have Cholera when a player drink in a Water Collector. In this case 0.1 is 10%.

<p class="callout info">Set -1.0 to deactive this feature</p>

##### CholeraAgentCount (0 to 1000)

Amount of bacteria given when the player drink on a Water Collector.

#### Arsenal Locker

##### M82A1ProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a M82 Barrett in the Arsenal Locker. In this case 1.0 is 100%.

##### M82A1MagazineProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a magazine on the M82 Barrett in the Arsenal Locker or in the cargo. In this case 0.75 is 75%.

##### M82A1OpticProbabilityPercentage (0.0 to 1.0)

Probability in percent to have an optic on the M82 Barrett in the Arsenal Locker. In this case 0.75 is 75%.

#### M1ASpawn

##### M1AProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a M1A spawned on the Dante's Hotspring at each restart. In this case 1.0 is 100%.

##### M1AMagazineProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a magazine on the M1A. In this case 0.75 is 75%.

##### M1AOpticProbabilityPercentage (0.0 to 1.0)

Probability in percent to have an ACOG optic on the M1A. In this case 0.75 is 75%.

#### MilitaryCrate

##### VectorProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a KrissVector in the crate. In this case 1.0 is 100%.

##### VectorMagazineProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a magazine on the Kriss Vector in the crate. In this case 0.75 is 75%.

##### VectorOpticProbabilityPercentage (0.0 to 1.0)

Probability in percent to have an optic on the Kriss Vector in the crate. In this case 0.50 is 50%.

##### FlashlightProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a flashlight on the Kriss Vector (CRB-E version only) in the crate. In this case 0.25 is 25%.

##### SuppressorProbabilityPercentage (0.0 to 1.0)

Probability in percent to have a pistol suppressor on the Kriss Vector in the crate. In this case 0.15 is 15%.

#### KolumbusVM

##### IPAProbabilityPercentage (0.0 to 1.0)

Probability in percent to have 1 or more IPA Kolumbus in the vending machine. In this case 0.5 is 50%.

##### IPAMaxQuantity(0 to 5)

The maximal quantity of cans you can have by shaking the vending machine. In this case 5.