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  1. Loottables-for-Epoch- and Legacy- [for see down below!!] ============= Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch- Extract the MegaLoot Ordner and copy it in your mission.pbo. In your init.sqf: find DZE_MissionLootTable = false; set it to true. Like this: DZE_MissionLootTable = true; //Custom Loot Tables then go to your description.ext and paste this: #include "MegaLoot\CfgBuildingLoot.hpp" at the top of your description.ext thats it, you are done Now happy Looting ============= ============= Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch- Extract the dayz_code Ordner and copy it in your mission.pbo. In your init.sqf: find DZE_MissionLootTable = false; set it to true. Like this: DZE_MissionLootTable = true; //Custom Loot Tables then go to your description.ext and paste this: #include "dayz_code\Configs\CfgLoot\CfgLoot.hpp" at the top of your description.ext then find: #include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp" exclude or delete it thats it, you are done Now happy Looting ============= our Post on Epoch Mod: https://epochmod.com/forum/topic/43914-mega-loot-tables-epoch-1061/ ================================================================== This is an example of how to use your own Loot Tables on your Mission :) ==================================================================
  2. Sector Addon Completely new and/or rewritten on August 2015 Version 0.5.0 by GBR Suppe What is the Sector Addon ? A Missionframework to create your own Zone/Area/Sector with AI. Like the good old Arma2 Origins Sector B. So you can easily create your own unique Zone/Area/Sector. So you have plenty of opportunities. Features: - Easy setup and Configuration - Millitarize, Zone/Area/Sector with AI - Spawn easily AI Group's, Helicopter's, Vehicles's, StaticVehicle's, StaticMG's, StaticAI's on every Position you want - Create easily a Lootbox or Mapmarker on every Position you want Download: https://github.com/GBR-Suppe/Sector-Addon-Master Installation and Settings: 1.0 Open the sector_config.sqf in the "a3_epoch_sector" folder 2.0 Open the sector_positions.sqf in the "a3_epoch_sector" folder 2.1 More info in the file itself (sector_config.sqf and sector_positions.sqf) 3.0 Pack the "a3_epoch_sector" folder into a .pbo (a3_epoch_sector.pbo) and copy the "a3_epoch_sector.pbo" into the "@epochhive/addons/" folder. 4.0 (Optional) Add Mapcontant in \a3_epoch_sector\mapcontant (Build with A3 3D Editor, export .sqf) *place Jammer to stop the Lootspawn and to stop player to build in the zone.* Cooming Soon: - A new simpleCache function - A better Patrol Script (AI and Vehicles) - A better fill Lootboxfunction Coordiations helper: Greetz GBR Suppe
  3. Hi there, I'm wondering how I'm able to change the Loot Rate for Epoch Mod on Arma 3. I am running Thank you.
  4. Hello community, I am working on a custom mission that takes place over the waters of Chernarus. Its actually an Aircraft Carrier mission I had on my server in 2014. However I can't seem to get loot to spawn on the ship. Has anyone had any success in spawning custom loot boxes over water or on the carrier? Thanks!
  5. Hi all, Pretty big noob too Epoch. Ive done Lots of Arma and Exile but for something new and seeing some good development going on with Epoch, I thought we would give it a try. I want to use lingor, its working fine however i'm really not seeing any loot maybe 1 very sparingly so is their a trick to making this work? I do alot of my own research but being in totally foreign turf I thought Id ask some experts, Thax in Advance
  6. I have a server i started not too long ago hosted by GTX. I had InfiSTAR installed by the support and server was working decent. After EPOCH updated to 1.1 my server does not have loot in any building. Very few containers spawn with anything usefull in them....Furniture in houses and loot piles will have generic loot like moist towlettes and paint or minimal building supplies. I do not see blue tarps on the map anymore and cargo with loot spawns maybe 3 or 4 in an entire day of the server being up and running. No AI spawns in any area of map at any time of the day. Have been playing over a week now and nothing spawns anywhere. and it NEVER stops raining. I am VERY noob when it comes to adding scripts or mods to servers myself. I played an Arma 2 server about 2 years ago and learned a bit about this stuff. since then i have been re-learing everything. the only thing i have installed is Zombies and Demons. Nothing else has been changed or edited by me. Is there anything i can edit myself to change any of this? should i have the server reinstalled?
  7. Tricks

    Reducing Loot

    Hello all, Quick question, how do I adjust loot spawn percentages in 1.0.6? Do I have to create my own custom loot? Thanks
  8. The loot spawning on my server will respawn or cycle right infrnt of you if you move more than 5m away or if someone else near you moves 5ft away. I check player_spawncheck.sqf and it looks fine. player_spawncheck.sqf //player_spawncheck.sqf private ["_isWreck","_maxControlledZombies","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_nearbyBuildings","_position","_speed","_radius","_maxlocalspawned","_maxWeaponHolders","_currentWeaponHolders","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"]; _age = -1; //_nearbyBuildings = []; _position = [player] call fnc_getPos; _speed = speed (vehicle player); _radius = 200; //150*0.707; Pointless Processing (106.5) _spawnZedRadius = 20; /* //Tick Time PVDZ_getTickTime = player; publicVariableServer "PVDZ_getTickTime"; */ //Total Counts _maxlocalspawned = round(dayz_spawnZombies); _maxControlledZombies = round(dayz_maxLocalZombies); _maxWeaponHolders = round(dayz_maxMaxWeaponHolders); _currentWeaponHolders = round(dayz_currentWeaponHolders); //Limits (Land,Sea,Air) _inVehicle = (vehicle player != player); /* _isAir = vehicle player iskindof "Air"; _isLand = vehicle player iskindof "Land"; _isSea = vehicle player iskindof "Sea"; if (_isLand) then { } else { }; if (_isAir) then { } else { }; if (_isSea) then { } else { }; */ _doNothing = false; if (_inVehicle) then { _Controlledzeddivided = 0; //exit if too fast if (_speed > 25) exitwith {_doNothing = true;}; //Crew can spawn zeds. _totalcrew = count (crew (vehicle player)); if (_totalcrew > 1) then { _Controlledzeddivided = 2; //Dont allow driver to spawn if we have other crew members. if (player == driver (vehicle player)) exitwith {_doNothing = true;}; } else { _Controlledzeddivided = 4; }; if (_Controlledzeddivided > 0) then { _maxControlledZombies = round(_maxControlledZombies / _Controlledzeddivided); r_player_divideinvehicle = _Controlledzeddivided; }; }; if (_doNothing) exitwith {}; /*if ("ItemMap_Debug" in items player) then { deleteMarkerLocal "MaxZeds"; deleteMarkerLocal "Counter"; deleteMarkerLocal "Loot30"; deleteMarkerLocal "Loot120"; deleteMarkerLocal "Agro80"; _markerstr = createMarkerLocal ["MaxZeds", _position]; _markerstr setMarkerColorLocal "ColorYellow"; _markerstr setMarkerShapeLocal "ELLIPSE"; _markerstr setMarkerBrushLocal "Border"; _markerstr setMarkerSizeLocal [_radius, _radius]; _markerstr1 = createMarkerLocal ["Counter", _position]; _markerstr1 setMarkerColorLocal "ColorRed"; _markerstr1 setMarkerShapeLocal "ELLIPSE"; _markerstr1 setMarkerBrushLocal "Border"; _markerstr1 setMarkerSizeLocal [_radius+100, _radius+100]; _markerstr2 = createMarkerLocal ["Agro80", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [80, 80]; _markerstr2 = createMarkerLocal ["Loot30", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [30, 30]; _markerstr3 = createMarkerLocal ["Loot120", _position]; _markerstr3 setMarkerColorLocal "ColorBlue"; _markerstr3 setMarkerShapeLocal "ELLIPSE"; _markerstr3 setMarkerBrushLocal "Border"; _markerstr3 setMarkerSizeLocal [120, 120]; diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies)); //Logging diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck", _maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies, dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]); };*/ // nearObjects is faster than nearestObjects when sorting by distance isn't needed // "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.) _nearby = _position nearObjects ["Building",_radius]; _maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8); if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; }; //Spawn Zeds & loot in buildings { _type = typeOf _x; _config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type; _canSpawn = isClass (_config); if (_canSpawn) then { _dis = _x distance player; _checkLoot = (count (getArray (_config >> "lootPos"))) > 0; _islocal = _x getVariable ["", false]; // object created locally via TownGenerator. //Make sure wrecks always spawn Zeds _isWreck = _x isKindOf "CrashSite"; //Loot if (getNumber(_config >> "lootChance") > 0) then { if (_currentWeaponHolders < _maxWeaponHolders) then { //Basic loot check if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then { _serverTime = serverTime; _looted = (_x getVariable ["looted",_serverTime]); _age = _serverTime - _looted; //Building refresh rate if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then { _x setVariable ["looted",_serverTime,!_islocal]; _x call building_spawnLoot; if (!(_x in dayz_buildingBubbleMonitor)) then { dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime]; }/* else { diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime]; }*/; }; }; }; //Zeds if (getNumber(_config >> "zombieChance") > 0) then { if (_dis > _spawnZedRadius) then { _serverTime = serverTime; _zombied = (_x getVariable ["zombieSpawn",_serverTime]); _age = _serverTime - _zombied; if ((_age == 0) or (_age > 300)) then { if (!_isWreck) then { if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]); if (_zombiesNum == 0) then { _x setVariable ["zombieSpawn",_serverTime,!_islocal]; if (!(_x in dayz_buildingBubbleMonitor)) then { //add active zed to var dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //start spawn [_x] call building_spawnZombies; }; //diag_log (format["%1 building. %2", __FILE__, _x]); }; } else { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]); //Should be a wreck if (_zombiesNum == 0) then { [_x,_isWreck] call building_spawnZombies; }; }; }; }; }; }; } forEach _nearby; At first I thought it was a respawn timer issue or something like that but if you don't move the loot will stay, you have to back away from it or someone else has to get within range and its not like you have to run away for this to happen, you can just back up a few steps and watch the loot change right infront of you. I have been playing around with it just trying to see if i can figure it out but if anyone knows what i should do or can at least point me in the right direction it would be a huge help. Thanks
  9. in my RPT server side, I keep getting this errors that have to do with the dayz_code loot. The errors below are only part of what is in the rpt server side. I only copied a few. Has anyone seen this before and what to do about it? By the way, they show up in 2 servers I have Sauerland and Taviana The loot system is working. When I take DZAI out of both server, I do not get these errors. Was doing sector B today, which I use the DZAI. Every time you would shoot your weapon two times, you could see the loot change. I have gone over the loot files on mission side and can not find anything wrong with it. Also, I had someone else look and they could not find anything wrong.
  10. I know a few servers and myself have noticed the time the loot respawn is pretty fast after being looted. Anyway to slow the time down?
  11. I'm using JasonTM's loot table's currently, and I want to learn how to edit/make my own custom tables Link for his I'm going to use the Construction.hpp file as an example If I wanted to add say a safe 'ItemVault' to the loot that would spawn in groups of 3, how would I do this? What does each part of a line mean, what would I need to add for the above example. Thanks in advance
  12. Connection Info: Addons: @EPOCH Steam Group Page: http://steamcommunity.com/groups/ApricotCrew Discord: https://discord.gg/tHVsxqU Team Speak Server: Web (under construction): http://apricotcrew.com/ Group Description: Apricot Crew—a gaming community built on mutual respect Are you tired of TS servers full of dictators, crazy rules, and painful disruptions to your gaming experience? Look no further, you finally found a place to call "home." Apricot Crew is a community of like minded gamers. If you respect us, we'll respect you. For the love of the game, have fun! P.S. We started this server as a bunch of friends who wanted a dedicated place to play Epoch. Come try it so we can have more people on at once...
  13. Ok, I went around Taviana and found all the crates that are part of the map. These are the ones that the circuit boards spawn on. Since in epoch they have no use. What I would like to do is spawn very good loot on them, but out of the 35 crates, every restart it will only spawn 6 items. Leaving 29 crates with nothing on them. Does anyone have a script that can be modified to do this. I have the world space cords needed and will share.
  14. UPDATE 2/14/2018 Still getting the following errors in my RPT server side, I keep getting this errors that have to do with the dayz_code. Has anyone seen this before and what to do about it? By the way, they show up in 2 servers I have Sauerland and Taviana The loot system is working. The one thing I did notice is that when I take out DZAI, I don't get these errors.
  15. Thug

    HELP Loot Spawn Marker

    In Epoch what tool or script can I use to set new loot spawn markers? The one I used in does not work for me any more.
  16. I'm tweaking my loot configs and adding a few new loot groups. Just wanting to clarify something before I make a mess of things, see below //Containers {Loot_CONTAINER, 5, DZ_CardboardBox, Consumable, 6, 12}, {Loot_CONTAINER, 3, DZ_MedBox, MedicalHigh, 8, 16}, Am I right in thinking that the first number is the % chance for a container to spawn. I'm unsure what the last 2 numbers are, I'm assuming its min and max quantities for items from the loot group, eg. 6-12 items from the consumable group? Any input appreciated as always. Cheers
  17. Hi, I have a chernarus and lingor server, both with and custom loot is installed and working. However as the changes on loot in new epoch, I have noticed that in buildings of same type, one building can have loot and one totally empty. I have militarized so in the barracks I would love to have at least some loot in all of them. Is it something Im missing in the settings here or is it supposed to be like this ? On I managed to get every barrack to have loot.. Would be happy if someone can help me explain this :)
  18. Hi !! I've made a custom safezone on my server, and I want to disable loot spawning in this area, how can I do that ? Thanks
  19. harcosgoogle

    Loot box spawn

    Hi. How to spawn Box Unique cordine? And How to setting Box loading delay?(Or loot delay)
  20. Players and myself have been having trouble looting our corpse in We are using the group system and sometimes when we load in there is no corpse, other times, you can see it on the map and when you get there it disappears or disappears in the middle of looting yourself. Is there a time limit on how long you can take to get back to your corpse? If so, how do I adjust?
  21. Hey guys, i need some help/answers. I have no clue about cleanup the server from loot when no one is around for a specific amount of time. I noticed that this was uncommented in server_function.sqf: server_systemCleanup = compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_cleanup.sqf"; so i removed the // and checked what happend...nothing :D Then i checked out the server_cleanup.sqf. In line 23 it says: if (_age > 20) then { changed to: if (_age > 2) then { cause i thought 20 = 20min ?! so 2 = 2min. Was a try nothing happend. I googled around and noticed that in the server_cleanup was .fsm and not .sqf. Does this matter? And does anyone have a tip how to cleanup loot when for ex. a player is not in range from 500m for 5 mins?!
  22. What this does: It spawns a carepackage above the player that floats down around the player. It can be filled with whatever you want. By default the carepackage costs two brief cases to buy. Using http://epochservers.com/viewtopic.php?f=14&t=13 add this to your extra_rc.hpp class ItemBriefcase100oz { class carepackage { text = "Call carepackage"; script = "execVM 'scripts\carepackage.sqf'"; }; }; change the filepath as necessary. Now find the hacker check in your server_functions.sqf and replace if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { with if(vehicle _x != _x && (vehicle _x getVariable ["Mission",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { save and repack. Download link - contains all three versions. for any of the map click versions you will need to make the extra_rc point to the clickpackage.sqf You can change the _cost (how many briefs it requires), you can change the _distance until the box is deleted, you can change the _smoke color, you can change the items and weapon types also. You can change the way the box is arranged on the chute, but I wouldn't touch it as it can mess with the chute or make the box float above the ground. You can also change the height that the carepackage spawns at, on line 23 _position = [_getPos select 0, _getPos select 1, 25]; change the 25 at the end. EDIT: You may have to whitelist a few things in the createvehicle.txt like !="USVehicleBox_EP1" !="ParachuteMediumEast" !="SmokeShellBlue" I don't use BE personally so I can't really help any more than that. and If you are running infistar antihack remove: onMapSingleClick ''; from AH.sqf Enjoy. To view a video of this system click HERE If you like the script, please consider donating below. Credits : Infistar, he helped majorly with weapon mag selection.
  23. Hi guys, this is a multi-release from me. This is my enhanced version of Zelenogorsk together with 3 military type compounds/bases that I created. Zelenogorsk now has a town center with a fire station, hospital, school and police station. I also added some apartments near the church and some trees and stone walls for cover along the dirt road as it felt very open. The military bases are situated at Bor, Dichina Hill (similar to DayZ Standalone) and at Novy Lug. Each military base is surrounded by a wall/fence and loot-wise has a military house, 2 or 3 barracks, a guardhouse and some tents here and there. I always found they were great for placing 2-4 AI at them for players to go to for a little challenge. Here are some coords for a map marker and 2 AI coordinates for each area: Bor Map Marker - 2882.0723, 4492.1831, 0 Bor AI 1 - 2888.9021, 4475.9678, 3.0517578e-005 Bor AI 2 - 2880.7908, 4490.1411, -3.0517578e-005 ---- Dichina Map Marker - 4482.2632, 8297.4492, 3.0517578e-005 Dichina AI 1 - 4454.1675, 8281.6689, -6.1035156e-005 Dichina AI 2 - 4500.3486, 8299.2656, -3.0517578e-005 ---- Novy Map Marker - 9339.9453, 11508.91, 7.6293945e-005 Novy AI 1 - 9331.9229, 11506.843, 0.00021362305 Novy AI 2 - 9283.7344, 11499.81, -0.00010681152 Enjoy! Screenshots of the areas Zelenogorsk - http://imgur.com/a/58wMJ Military Bases - http://imgur.com/a/UnCVT Links to the .sqf files Zelenogorsk - https://github.com/IanHardy/ChernarusBuildings/blob/master/zeleno.sqf Bor Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basebor.sqf Dichina Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basedichina.sqf Novy Lug Base - https://github.com/IanHardy/ChernarusBuildings/blob/master/basenovy.sqf ---------------------------------------------------------------------------- More areas from my 'Chernarus Enhancements' series: Balota - Kamenka - NEAF + Krasnostav - NWAF - Vybor -
  24. If you look in somewhere like: you can see: lootGroup = Church; I was just wondering if it's possible to alter this so that buildings pull loot from multiple tables? I've tried: lootGroup[] = {Church,Military,Supermarket}; But this stopped any loot from spawning in churches. (Maybe quotation marks are needed around names?) Anyone have any ideas? If not, what's the best way to alter the loot tables so that more guns and building supplies spawn? (Do the numbers/chance percentages still have to total 100?) Thanks.
  25. Hi all, Since the last patch for Arma2:OA, med boxes are broken and i want to replace them with us ordnance boxes in hospitals etc. I have custom loot tables and noticed in some of the comments you can change this. But no actual specifics on how to do so. Anyone know how to do this? Regards, Grimlock
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