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Some overpoch issues.


MrEnzO

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Hey. I am admin on a 1.0.5.1 Overpoch NAPF server and have some questions. We have just gone over to Overpoch, we had a Cherno Epoch before. 

 

Here is my here are my questions.

 

Can you somehow cut down on the chance of weapon spawns. We have the default loot table and there is way to many weapons spawning as it is now. There is like 8 of them in one barrack, all overpoch and high end weapons. You can fill up a MTVR in 15 - 20 min with weapons.

 

Loot tables

 

The loot on zombies are not spawning as it should, maybe 1 out of 60 - 70 zombies has loot on them.

 

The small loot like tin cans, whiskey bottle and stuff aren't spawning.

 

Can some one point out where the solution with the loot at chooper craches are (I have seen it somewhere but can't find it), that the loot is under the chopper in pile. 

 

 

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Thanks man.
So does loot chance mean in this case, that it will be guaranteed 1 weapon on every place inside Land_Mil_hangar_EP1 or does it mean that it is guaranteed at least one weapon in there?
 
And what does zombieChance mean, is it the chance of how many zombie gone spawn there or how a big of a chance zombie having loot on them.
 
 
class MilitaryIndustrial: Default {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman","z_soldier","z_soldier_heavy","z_policeman","z_worker1","z_worker2","z_worker3"};
lootChance = 1;
lootPos[] = {};
lootType[] = {
{ "pistols", "cfglootweapon", 0.42 },
{ "assaultrifles", "cfglootweapon", 0.65 },
{ "PartGeneric", "magazine", 0.00 },
{ "sniperrifles", "cfglootweapon", 0.81 },
{ "shotgunsingleshot", "cfglootweapon", 0.45 },
{ "ItemGenerator", "magazine", 0.00 },
{ "submachinegun", "cfglootweapon", 0.35 },
{"PartGeneric","magazine",0.01},
{"ItemGenerator","magazine",0.01},
{"PartWheel","magazine",0.01},
{"Binocular","weapon",0.01},
{"ItemFlashlightRed","military",0.01},
{"ItemKnife","military",0.01},
{"ItemGPS","weapon",0.01},
{"PartVRotor","magazine",0.01},
{"militarybackpacks","militarybackpacks",0.20},
{"","medical",0.09},
{"","generic",0.01},
{"","military",0.07},
{"ItemEtool","weapon",0.03},
{"ItemSandbag","magazine",0.02},
{"ItemFuelBarrelEmpty","magazine",0.03},
{"fuel_pump_kit","magazine",0.01},
{ "machineguns", "cfglootweapon", 0.01 }
};
lootTypeSmall[] = {
{ "pistols", "cfglootweapon", 0.34 },
{ "Binocular", "weapon", 0.05 },
{ "ItemFlashlightRed", "weapon", 0.03 },
{ "ItemKnife", "weapon", 0.04 },
{ "ItemGPS", "weapon", 0.02 },
{ "", "medical", 0.12 },
{ "", "generic", 0.22 },
{ "", "military", 0.35 },
{ "ItemEtool", "weapon", 0.03 }
};
};
 
 
 
class Land_Mil_hangar_EP1: MilitaryIndustrial
{
maxRoaming = 3;
lootPos[] = {{-9.83203,-12.4097,-5.38129},{10.5488,-12.1318,-5.38129},{13.002,0.0214844,-5.38129},{-13.3887,0.25,-5.38129},{13.3203,20.5176,-5.38129},{-13.1865,19.9839,-5.38129},{0.0195313,21.5078,-5.38129},{0.49707,11.5469,-5.38129},{-0.836914,-0.634277,-5.38129},{0.177734,-11.6821,-5.38129}};
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zombieChance = 0.3; //33% chance of zombies spawning
maxRoaming = 6; // maximum of 6 zombies
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman","z_soldier","z_soldier_heavy","z_policeman","z_worker1","z_worker2","z_worker3"}; // these types can spawn
lootChance = 1; //100% chance of loot spawning
lootPos[] = {};
lootType[] = {
{ "pistols", "cfglootweapon", 0.42 }, // 42% of pistols spawning
{ "assaultrifles", "cfglootweapon", 0.65 }, //65% of assault rifles spawning
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