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ZFM Development - Help needed -Loot crates


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I need some help with what ideal loot boxes should contain. Would anyone be so kind as to help me by proposing some contents of loot boxes by difficulty? Also, if you're up for it, I would like to come up with an algorithm for how much loot should be given per person participating in a mission.

 

Would you be able to help me create loot for the following difficulties:

 

Deadmeat

Easy

Medium

Hard

War Machine

 

And also, sub-categories for each difficulty (i.e. Snipers, machine guns, pistols, building materials, etc) are required.

 

Please provide the list with headers, and make sure that classnames are used, and are correct. i.e. "DMR"

 

If you are also feeling generous, please create these for both Overpoch and Vanilla Epoch.

 

Many thanks for your help

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Will check your code again today as i was away for some time... Gonna have a look at how far you are already with tracking the different player stats, players in the area... Based on what you got there already I will give the loot algorithm a try ;)

For the other loot i think i have a few setups somewhere with higher, lower loot tiers.. Not gonna get the time to do full setups and arrays though, but it will be a start i guess :)

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Ok , here we go :

 

 

Deadmeat : (Easy)?

 

The loot should be kind of "weaker", something like weapons / medicals / smaller backpacks / skins

 

wpn : (farming weapons)

 

"M4A1_AIM_SD_camo"

"M4A1_Aim"

"M4SPR"

"AKS_74_U"

"AKS_74_kobra"

"bizon_silenced"

 

medicals :

 

"ItemBloodbag"

"ItemBandage"

"ItemMorphine"

"ItemEpinephrine"

"ItemAntibiotic"

 

backpacks :

 

"DZ_Backpack_EP1"

"DZ_CivilBackpack_EP1"

 

 

skins :

 

"Skin_Soldier_Sniper_PMC_DZ"

"Skin_RU_Policeman_DZ"

"Skin_FR_Rodriguez_DZ"

 

 

Just a small idea, i think - if you are able to randomize the lootspawn out of a list of items - it makes more sense to create an list instead exactly pointing to single items, like i used to!

 

I'll do such a list as .sqf (im not the great code-genius or so :D)

 

e.g. :

 

//Deadmeat loot list for randomly filling lootcrates

 

 

_ZFMaddweaponGlobal : "list of weapons" _prob%per item

_ZFMaddbackpackGlobal : "list of backpacks" _prob%per item

_ZFMaddmagazineGlobal : "list of magazines / items which count as such e.g plot pole" _prob%per item

_ZFMaddskinGlobal: "list of skins" _prob%per item

 

Its just an idea, i dont know how your "loothandler" will work :D -> ill download your files later on then!

 

Just tell me if that was total crap here :D

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Will check your code again today as i was away for some time... Gonna have a look at how far you are already with tracking the different player stats, players in the area... Based on what you got there already I will give the loot algorithm a try ;)

For the other loot i think i have a few setups somewhere with higher, lower loot tiers.. Not gonna get the time to do full setups and arrays though, but it will be a start i guess :)

 

Thanks, all the code I'm fine with, it's just the algorithm. I can code it, I just wanted some input on how it might work based on how many players participate in a mission.

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Ok , here we go :

 

 

Deadmeat : (Easy)?

 

The loot should be kind of "weaker", something like weapons / medicals / smaller backpacks / skins

 

wpn : (farming weapons)

 

"M4A1_AIM_SD_camo"

"M4A1_Aim"

"M4SPR"

"AKS_74_U"

"AKS_74_kobra"

"bizon_silenced"

 

medicals :

 

"ItemBloodbag"

"ItemBandage"

"ItemMorphine"

"ItemEpinephrine"

"ItemAntibiotic"

 

backpacks :

 

"DZ_Backpack_EP1"

"DZ_CivilBackpack_EP1"

 

 

skins :

 

"Skin_Soldier_Sniper_PMC_DZ"

"Skin_RU_Policeman_DZ"

"Skin_FR_Rodriguez_DZ"

 

 

Just a small idea, i think - if you are able to randomize the lootspawn out of a list of items - it makes more sense to create an list instead exactly pointing to single items, like i used to!

 

I'll do such a list as .sqf (im not the great code-genius or so :D)

 

e.g. :

 

//Deadmeat loot list for randomly filling lootcrates

 

 

_ZFMaddweaponGlobal : "list of weapons" _prob%per item

_ZFMaddbackpackGlobal : "list of backpacks" _prob%per item

_ZFMaddmagazineGlobal : "list of magazines / items which count as such e.g plot pole" _prob%per item

_ZFMaddskinGlobal: "list of skins" _prob%per item

 

Its just an idea, i dont know how your "loothandler" will work :D -> ill download your files later on then!

 

Just tell me if that was total crap here :D

 

Hehe, the most recent code submitted to devel already does this -- i.e. Give it a list of items, numbers and probabilities, and it will calculate them. The way the previous loot system worked was to give everything a probability, however, like 20% of the time, you could just end up with either nothing or a multitool because that flip of the coin didn't end up with anything. This time, there will be fixed, guaranteed loot per each difficulty and then rare weapons/items/etc in each difficulty.

 

I'll be coding the contents today so, I will post what they will look like so you have more of an idea.

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What I would do it make it modular. Set up like an ok weapons crate and super weapons crate and then do like a building supply and then gold one. Also you could set it up to where the server admins would customize the boxes themselves and just make a small how to video or read me for it?

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What I would do it make it modular. Set up like an ok weapons crate and super weapons crate and then do like a building supply and then gold one. Also you could set it up to where the server admins would customize the boxes themselves and just make a small how to video or read me for it?

 

Yeah, this is already done in both the pre-alpha, and is available in the devel builds.

 

However, the super weapons crate -- the problem is, if there is one person taking all the guns, that's bad. They'll end up getting all the very powerful weapons and will rule over a server :o

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Okay, so the structures I have-a-created for loot crates. These need to be filled with weapons which would be appropriate for the relevant difficulty setting. Much love :wub:

 

I am going to cobble together these myself, but by all means, provide yours, and I will love you forever :wub:

ZFM_LOOT_SNIPERS_DEADMEAT = [];
ZFM_LOOT_SNIPERS_EASY = [];
ZFM_LOOT_SNIPERS_MEDIUM = [];
ZFM_LOOT_SNIPERS_HARD = [];
ZFM_LOOT_SNIPERS_WAR_MACHINE = [];

ZFM_LOOT_MACHINEGUNS_DEADMEAT = [];
ZFM_LOOT_MACHINEGUNS_EASY = [];
ZFM_LOOT_MACHINEGUNS_MEDIUM = [];
ZFM_LOOT_MACHINEGUNS_HARD = [];
ZFM_LOOT_MACHINEGUNS_WAR_MACHINE = [];

ZFM_LOOT_RIFLES_DEADMEAT = [];
ZFM_LOOT_RIFLES_EASY = [];
ZFM_LOOT_RIFLES_MEDIUM = [];
ZFM_LOOT_RIFLES_HARD = [];
ZFM_LOOT_RIFLES_WAR_MACHINE = [];

ZFM_LOOT_PISTOLS_DEADMEAT = [];
ZFM_LOOT_PISTOLS_EASY = [];
ZFM_LOOT_PISTOLS_MEDIUM = [];
ZFM_LOOT_PISTOLS_HARD = [];
ZFM_LOOT_PISTOLS_WAR_MACHINE = [];

ZFM_LOOT_TOOLS_DEADMEAT = [];
ZFM_LOOT_TOOLS_EASY = [];
ZFM_LOOT_TOOLS_MEDIUM = [];
ZFM_LOOT_TOOLS_HARD = [];
ZFM_LOOT_TOOLS_WAR_MACHINE = [];

ZFM_LOOT_BUILDINGSUPPLIES_DEADMEAT = [];
ZFM_LOOT_BUILDINGSUPPLIES_EASY = [];
ZFM_LOOT_BUILDINGSUPPLIES_MEDIUM = [];
ZFM_LOOT_BUILDINGSUPPLIES_HARD = [];
ZFM_LOOT_BUILDINGSUPPLIES_WAR_MACHINE = [];

ZFM_LOOT_MEDICAL_DEADMEAT = [];
ZFM_LOOT_MEDICAL_EASY = [];
ZFM_LOOT_MEDICAL_MEDIUM = [];
ZFM_LOOT_MEDICAL_HARD = [];
ZFM_LOOT_MEDICAL_WAR_MACHINE = [];
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Yeah, I have included that, too :) By the way, here is what I put as the loot for ZFM's difficulties, and some settings for that, too:

ZFM_Loot_Crates =[
	"TKSpecialWeapons_EP1",
	"UNBasicAmmunitionBox_EP1",
	"CZBasicWeapons_EP1",
	"TKVehicleBox_EP1",
	"USVehicleBox_EP1",
	"USBasicAmmunitionBox_EP1",
	"GERBasicWeapons_EP1",
	"GuerillaCacheBox_EP1",
	"TKOrdnanceBox_EP1",
	"USSpecialWeapons_EP1"
 ];
 
 ZFM_LOOT_CONTENT_TYPE_SNIPERS = "Lx101010";
 ZFM_LOOT_CONTENT_TYPE_MACHINEGUNS = "Lx101011";
 ZFM_LOOT_CONTENT_TYPE_RIFLES = "Lx101012";
 ZFM_LOOT_CONTENT_TYPE_PISTOLS = "Lx101013";
 ZFM_LOOT_CONTENT_TYPE_TOOLS = "Lx101014";
 ZFM_LOOT_CONTENT_TYPE_BUILDINGSUPPLIES = "Lx101015";
 ZFM_LOOT_CONTENT_TYPE_BACKPACKS = "Lx101016";
 ZFM_LOOT_CONTENT_TYPE_MEDICAL = "Lx101017";
 
 ZFM_DIFFICULTY_TEXT_TYPES =[
	"DEADEMEAT",
	"EASY",
	"MEDIUM",
	"HARD",
	"WAR_MACHINE"
 ];	
 
 ZFM_LOOT_CONTENT_TEXT_TYPES =[
	"SNIPERS",
	"MACHINEGUNS",
	"RIFLES",
	"PISTOLS",
	"TOOLS",
	"BACKPACKS",
	"BUILDINGSUPPLIES",
	"MEDICAL"
 ];
 
 ZFM_LOOT_CONTENT_TYPES =[
	ZFM_LOOT_CONTENT_TYPE_SNIPERS,
	ZFM_LOOT_CONTENT_TYPE_MACHINEGUNS,
	ZFM_LOOT_CONTENT_TYPE_RIFLES,
	ZFM_LOOT_CONTENT_TYPE_PISTOLS,
	ZFM_LOOT_CONTENT_TYPE_TOOLS,
	ZFM_LOOT_CONTENT_TYPE_BUILDINGSUPPLIES ,
	ZFM_LOOT_CONTENT_TYPE_BACKPACKS,
	ZFM_LOOT_CONTENT_TYPE_MEDICAL
 ];
 
ZFM_LOOT_SNIPERS_DEADMEAT = [
	"SVD_CAMO",
	"SVD_des_EP1",
	"M24"
];
ZFM_LOOT_SNIPERS_EASY = [
	"SVD_CAMO",
	"SVD_des_EP1",
	"M24"
];
ZFM_LOOT_SNIPERS_MEDIUM = [
	"SVD_CAMO",
	"SVD_des_EP1",
	"M24"
];
ZFM_LOOT_SNIPERS_HARD = [
	"A550",
	"SCAR_H_LNG_Sniper_SD",
	"SVD_CAMO",
	"SVD_des_EP1",
	"M24"
];
ZFM_LOOT_SNIPERS_WAR_MACHINE = [
	"KSVK_DZE",
	"A550",
	"DMR_DZ",
	"SCAR_H_LNG_Sniper_SD",
	"SVD_CAMO",
	"SVD_des_EP1",
	"M24"
];
ZFM_LOOT_MACHINEGUNS_DEADMEAT = [
	"M240_DZ",
	"M249_DZ"
];
ZFM_LOOT_MACHINEGUNS_EASY = [
	"M240_DZ",
	"M249_DZ"
];
ZFM_LOOT_MACHINEGUNS_MEDIUM = [
	"M240_DZ",
	"M249_DZ",
	"M636_camo"
];
ZFM_LOOT_MACHINEGUNS_HARD = [
	"M240_DZ",
	"M249_DZ",
	"M636_camo",
	"Mk_48_DZ"
];
ZFM_LOOT_MACHINEGUNS_WAR_MACHINE = [
	"M240_DZ",
	"M249_DZ",
	"M636_camo",
	"Mk_48_DZ",
	"PK"
];

ZFM_LOOT_RIFLES_DEADMEAT = [
	"AK_47_M",
	"AK_74",
	"AKS_74_kobra",
	"AKS_74_U",
	"FN_FAL_ANPVS4",
	"FN_FAL",
	"G36A_camo",
	"M1014",
	"Sa58V_CCO_EP1",
	"Sa58V_EP1",
	"Sa58V_RCO_EP1"
];
ZFM_LOOT_RIFLES_EASY = [
	"AK_47_M",
	"AK_74",
	"AKS_74_kobra",
	"AKS_74_U",
	"Remington870_lamp",
	"Sa58P_EP1",
	"Sa58V_CCO_EP1",
	"Sa58V_EP1",
	"Sa58V_RCO_EP1"
];
ZFM_LOOT_RIFLES_MEDIUM = [
	"AK_47_M",
	"AK_74",
	"AKS_74_kobra",
	"AKS_74_U",
	"FN_FAL_ANPVS4",
	"FN_FAL",
	"G36A_camo",
	"M1014",
	"M16A2",
	"M4A1_Aim",
	"M4A1_HWS_GL_camo",
	"M4A1",
	"M4A3_CCO_EP1",
	"Remington870_lamp",
	"Sa58P_EP1",
	"Sa58V_CCO_EP1",
	"Sa58V_EP1",
	"Sa58V_RCO_EP1"
];
ZFM_LOOT_RIFLES_HARD = [
	"AK_47_M",
	"AK_74",
	"AKS_74_kobra",
	"AKS_74_U",
	"BAF_L85A2_RIS_Holo",
	"bizon_silenced",
	"FN_FAL_ANPVS4",
	"FN_FAL",
	"G36A_camo",
	"G36C_camo",
	"G36C",
	"G36K_camo",
	"M1014",
	"M16A2",
	"M16A2GL",
	"M4A1_AIM_SD_camo",
	"M4A1_Aim",
	"M4A1_HWS_GL_camo",
	"M4A1",
	"M4A3_CCO_EP1",
	"Remington870_lamp",
	"Sa58P_EP1",
	"Sa58V_CCO_EP1",
	"Sa58V_EP1",
	"Sa58V_RCO_EP1"
];
ZFM_LOOT_RIFLES_WAR_MACHINE = [
	"RPK_74",
	"AK_47_M",
	"AK_74",
	"AKS_74_kobra",
	"AKS_74_U",
	"BAF_L85A2_RIS_Holo",
	"bizon_silenced",
	"FN_FAL_ANPVS4",
	"FN_FAL",
	"G36A_camo",
	"G36C_camo",
	"G36C",
	"G36K_camo",
	"M1014",
	"M16A2",
	"M16A2GL",
	"M4A1_AIM_SD_camo",
	"M4A1_Aim",
	"M4A1_HWS_GL_camo",
	"M4A1",
	"M4A3_CCO_EP1",
	"Remington870_lamp",
	"Sa58P_EP1",
	"Sa58V_CCO_EP1",
	"Sa58V_EP1",
	"Sa58V_RCO_EP1"
];

ZFM_LOOT_PISTOLS_DEADMEAT = [
	"glock17_EP1",
	"M9",
	"M9SD"
];
ZFM_LOOT_PISTOLS_EASY = [
	"glock17_EP1",
	"M9",
	"M9SD"
];
ZFM_LOOT_PISTOLS_MEDIUM = [
	"glock17_EP1",
	"M9",
	"M9SD"
];
ZFM_LOOT_PISTOLS_HARD = [
	"Makarov",
	"MakarovSD",
	"glock17_EP1",
	"M9",
	"M9SD"
];
ZFM_LOOT_PISTOLS_WAR_MACHINE = [
	"Colt1911",
	"revolver_EP1",
	"UZI_EP1",
	"Makarov",
	"MakarovSD",
	"glock17_EP1",
	"M9",
	"M9SD"
];

ZFM_LOOT_TOOLS_DEADMEAT = [
"ItemToolBox",
"ItemKeyKit",
"ItemCompass",
"ItemEtool",
"ItemFishingPole",
"ItemMap",
"ItemShovel",
"ItemSledge",
"ItemKnife",
"ItemHatchet_DZE",
"ItemMatchBox_DZE",
"ItemSledge"
];
ZFM_LOOT_TOOLS_EASY = [
"ItemToolBox",
"ItemKeyKit",
"ItemCompass",
"ItemEtool",
"ItemFishingPole",
"ItemMap",
"ItemShovel",
"ItemSledge",
"ItemKnife",
"ItemHatchet_DZE",
"ItemMatchBox_DZE",
"ItemSledge"
];
ZFM_LOOT_TOOLS_MEDIUM = [
"ItemToolBox",
"ItemKeyKit",
"ItemCompass",
"ItemEtool",
"ItemFishingPole",
"ItemMap",
"ItemShovel",
"ItemSledge",
"ItemKnife",
"ItemHatchet_DZE",
"ItemMatchBox_DZE",
"ItemSledge"
];
ZFM_LOOT_TOOLS_HARD = [
"ItemToolBox",
"ItemKeyKit",
"ItemCompass",
"ItemEtool",
"ItemFishingPole",
"ItemMap",
"ItemShovel",
"ItemSledge",
"ItemKnife",
"ItemHatchet_DZE",
"ItemMatchBox_DZE",
"ItemSledge"
];
ZFM_LOOT_TOOLS_WAR_MACHINE = [
"ItemToolBox",
"ItemKeyKit",
"ItemCompass",
"ItemEtool",
"ItemFishingPole",
"ItemMap",
"ItemShovel",
"ItemSledge",
"ItemKnife",
"ItemHatchet_DZE",
"ItemMatchBox_DZE",
"ItemSledge"
];

ZFM_LOOT_BUILDINGSUPPLIES_DEADMEAT = [
	"CinderBlocks",
	"MortarBucket",
	"ItemTankTrap",
	"ItemPole",
	"PartGeneric",
	"PartPlywoodPack",
	"PartPlankPack",
	"ItemTentOld",
	"ItemTentDomed",
	"ItemTentDomed2",
	"ItemSandbag",
	"ItemWire",
	"workbench_kit",
	"ItemGenerator"
];
ZFM_LOOT_BUILDINGSUPPLIES_EASY = [
	"CinderBlocks",
	"MortarBucket",
	"ItemTankTrap",
	"ItemPole",
	"PartGeneric",
	"PartPlywoodPack",
	"PartPlankPack",
	"ItemTentOld",
	"ItemTentDomed",
	"ItemTentDomed2",
	"ItemSandbag",
	"ItemWire",
	"workbench_kit",
	"ItemGenerator"
];
ZFM_LOOT_BUILDINGSUPPLIES_MEDIUM = [
	"CinderBlocks",
	"MortarBucket",
	"ItemTankTrap",
	"ItemPole",
	"PartGeneric",
	"PartPlywoodPack",
	"PartPlankPack",
	"ItemTentOld",
	"ItemTentDomed",
	"ItemTentDomed2",
	"ItemSandbag",
	"ItemWire",
	"workbench_kit",
	"ItemGenerator"
];
ZFM_LOOT_BUILDINGSUPPLIES_HARD = [
	"CinderWallHalf_DZ",
	"CinderWall_DZ",
	"ItemWoodWallGarageDoorLocked",
	"ItemWoodFloorHalf",
	"ItemWoodWallDoorLg",
	"ItemWoodWallWithDoorLg",
	"ItemWoodWallWithDoorLgLocked",
	"ItemWoodWallLg"
];
ZFM_LOOT_BUILDINGSUPPLIES_WAR_MACHINE = [
	"ItemWoodWallGarageDoor",
	"ItemWoodWallGarageDoorLocked",
	"ItemWoodFloorHalf",
	"ItemWoodWallDoorLg",
	"ItemWoodWallWithDoorLg",
	"ItemWoodWallWithDoorLgLocked",
	"ItemWoodWallLg",
	"ItemWoodWallDoorLg",
	"ItemWoodWallWindowLg",
	"ItemWoodFloorQuarter",
	"ItemWoodWallDoor",
	"ItemWoodWallWithDoorLocked",
	"ItemWoodWall",
	"ItemWoodWallDoor",
	"ItemWoodWallWithDoor",
	"ItemWoodWallWindow",
	"ItemWoodWallThird",
	"ItemWoodLadder",
	"ItemWoodFloor",
	"ItemWoodStairs",
	"ItemWoodStairsSupport",
	"CinderWallHalf_DZ",
	"CinderWall_DZ",
	"CinderWallDoorway_DZ",
	"cinder_door_kit",
	"metal_floor_kit"
];

ZFM_LOOT_MEDICAL_DEADMEAT = [
	"ItemAntibiotic",
	"ItemBandage",
	"ItemBloodbag",
	"ItemEpinephrine",
	"ItemMorphine",
	"ItemPainkiller"
];
ZFM_LOOT_MEDICAL_EASY = [
	"ItemAntibiotic",
	"ItemBandage",
	"ItemBloodbag",
	"ItemEpinephrine",
	"ItemMorphine",
	"ItemPainkiller"
];
ZFM_LOOT_MEDICAL_MEDIUM = [
	"ItemAntibiotic",
	"ItemBandage",
	"ItemBloodbag",
	"ItemEpinephrine",
	"ItemMorphine",
	"ItemPainkiller"
];
ZFM_LOOT_MEDICAL_HARD = [
	"ItemAntibiotic",
	"ItemBandage",
	"ItemBloodbag",
	"ItemEpinephrine",
	"ItemMorphine",
	"ItemPainkiller"
];
ZFM_LOOT_MEDICAL_WAR_MACHINE = [
	"ItemAntibiotic",
	"ItemBandage",
	"ItemBloodbag",
	"ItemEpinephrine",
	"ItemMorphine",
	"ItemPainkiller"
];

// Failover arrays -- used to grab loot from if the minimum amount isn't reached.
ZFM_ALL_LOOT_DEADMEAT = ZFM_LOOT_SNIPERS_DEADMEAT + ZFM_LOOT_MACHINEGUNS_DEADMEAT + ZFM_LOOT_RIFLES_DEADMEAT + ZFM_LOOT_PISTOLS_DEADMEAT + ZFM_LOOT_TOOLS_DEADMEAT + ZFM_LOOT_MEDICAL_DEADMEAT + ZFM_LOOT_BUILDINGSUPPLIES_DEADMEAT;
ZFM_ALL_LOOT_EASY = ZFM_LOOT_SNIPERS_EASY + ZFM_LOOT_MACHINEGUNS_EASY + ZFM_LOOT_RIFLES_EASY + ZFM_LOOT_PISTOLS_EASY + ZFM_LOOT_TOOLS_EASY + ZFM_LOOT_MEDICAL_EASY + ZFM_LOOT_BUILDINGSUPPLIES_EASY;
ZFM_ALL_LOOT_MEDIUM = ZFM_LOOT_SNIPERS_MEDIUM + ZFM_LOOT_MACHINEGUNS_MEDIUM + ZFM_LOOT_RIFLES_MEDIUM + ZFM_LOOT_PISTOLS_MEDIUM + ZFM_LOOT_TOOLS_MEDIUM + ZFM_LOOT_MEDICAL_MEDIUM + ZFM_LOOT_BUILDINGSUPPLIES_MEDIUM;
ZFM_ALL_LOOT_HARD = ZFM_LOOT_SNIPERS_HARD + ZFM_LOOT_MACHINEGUNS_HARD + ZFM_LOOT_RIFLES_HARD + ZFM_LOOT_PISTOLS_HARD + ZFM_LOOT_TOOLS_HARD + ZFM_LOOT_MEDICAL_HARD + ZFM_LOOT_BUILDINGSUPPLIES_HARD;
ZFM_ALL_LOOT_WAR_MACHINE = ZFM_LOOT_SNIPERS_WAR_MACHINE + ZFM_LOOT_MACHINEGUNS_WAR_MACHINE + ZFM_LOOT_RIFLES_WAR_MACHINE + ZFM_LOOT_PISTOLS_WAR_MACHINE + ZFM_LOOT_TOOLS_WAR_MACHINE + ZFM_LOOT_MEDICAL_WAR_MACHINE + ZFM_LOOT_BUILDINGSUPPLIES_WAR_MACHINE;

// Minimum items per loot crates!
ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_DEADMEAT = 30;
ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_EASY = 35;
ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_MEDIUM = 40;
ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_HARD = 45;
ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_WAR_MACHINE = 50;

// Minimum magazines per weapon
ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_DEADMEAT = 3;
ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_EASY = 4;
ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_MEDIUM = 5;
ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_HARD = 6;
ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_WAR_MACHINE = 7;

Still need to add in backpacks :)

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I walked around with an AS50 before in Epoch (from a mission), so they are in. It's classname isn't "AS50" tho, but "BAF_AS50_scoped".

 

Ah yeah, I will change the classname so it's BAF_AS50_scoped. It is a pretty powerful weapon, though, right? It should be rare at the very least?

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This may NOT be popular... but personally I'd LOVE a config toggle to enable a random chance that either a loot box, or random spots in the mission area, are booby-trap'd :D 

 

Tension that way - will the box explode? (In reality if a heavy arms shipment broke down or some such, I think it is likely they'd have mines etc to protect it, no?)

 

I think this can be achieved by a createvehicle script with something like a mine or pipebomb, then set to blow up based on a sensor or trigger (or like this: http://forums.bistudio.com/showthread.php?99823-Landmines-or-Land-Mines-how-to-make-simple-triggers) 

 

As I say, some may not like it, but as a toggle option for hard missions, it could be an interesting option :D 

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This may NOT be popular... but personally I'd LOVE a config toggle to enable a random chance that either a loot box, or random spots in the mission area, are booby-trap'd :D

 

Tension that way - will the box explode? (In reality if a heavy arms shipment broke down or some such, I think it is likely they'd have mines etc to protect it, no?)

 

I think this can be achieved by a createvehicle script with something like a mine or pipebomb, then set to blow up based on a sensor or trigger (or like this: http://forums.bistudio.com/showthread.php?99823-Landmines-or-Land-Mines-how-to-make-simple-triggers) 

 

As I say, some may not like it, but as a toggle option for hard missions, it could be an interesting option :D

 

Haha, I don't know, maybe if I have some time I could put it into the beta. I think the problem is, that you're right, most people wouldn't like it, but I think it's fun. It's possible to attach explosives to items, even people; I was going to do something similar to this with a suicide bomb mission. I'll think about it, however, I can imagine that a lot of people would be pissed if this happened because:

 

"Man, that war machine mission was hard! Finally, we get to our loot!"

 

west-texas-huge-explosion-mushroom-cloud

 

 

screaming-computer-user.jpg

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Hahhahaa - yer, but if it was an optional via a config (RandomMines = true; // Enable random mines on hard missions) or similar, then that's be optional :D

 

Plus, my reply to players complaining would be like one of my admins says... "Hey, its the apocalypse - Suck it up!" :D

 

 

Haha, I don't know, maybe if I have some time I could put it into the beta. I think the problem is, that you're right, most people wouldn't like it, but I think it's fun. It's possible to attach explosives to items, even people; I was going to do something similar to this with a suicide bomb mission. I'll think about it, however, I can imagine that a lot of people would be pissed if this happened because:

 

"Man, that war machine mission was hard! Finally, we get to our loot!"

 

west-texas-huge-explosion-mushroom-cloud

 

 

screaming-computer-user.jpg

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