Hux Posted September 30, 2014 Report Share Posted September 30, 2014 I'm trying to add Rabbitman beer to my loot tables but I'm unsure how to do this. I'm using overpoch custom loot tables and I want to add Rabbitman beer to the market spawns. How do I do this? If someone would be so kind as to post an example from a loot table file. Thank you. Link to comment Share on other sites More sharing options...
0 Corper Posted September 30, 2014 Report Share Posted September 30, 2014 by market spawns what buildings do you mean? Link to comment Share on other sites More sharing options...
0 Hux Posted September 30, 2014 Author Report Share Posted September 30, 2014 I'm running an overpoch Lingor server. There are grocery stores in some of the town's. I basically just want to add beer to residential loot. Link to comment Share on other sites More sharing options...
0 Zupa Posted September 30, 2014 Report Share Posted September 30, 2014 is that item in the game? Link to comment Share on other sites More sharing options...
0 oSoDirty Posted September 30, 2014 Report Share Posted September 30, 2014 Yes, its classname is ItemSodaRabbit. There are 2 options. 1. If you dont mind it spawning in other places that food and drinks would spawn. Open CfgLoot.hpp and find trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; and change it to this trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"ItemSodaRabbit",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; you can change the #s to increase/decrease spawn chance 2. If you only want it to spawn in residential areas this is what i THINK would work. Anyone feel free to correct if im wrong. Find both CfgLoot.hpp and CfgBuildingLoot.hpp. Open CfgLoot.hpp and change class CfgLoot { trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; into class CfgLoot { trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; class CfgLoot { beer[] = { {"ItemSodaRabbit",0.25}, }; Then open CfgBuildingLoot.hpp and find class Residential: Default { zombieChance = 0.3; maxRoaming = 2; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_villager1","z_villager2","z_villager3"}; lootChance = 0.4; lootPos[] = {}; lootType[] = { {"ItemWatch","generic",0.04}, {"ItemCompass","generic",0.03}, {"ItemMap","weapon",0.02}, {"ItemFlashlight","generic",0.01}, {"ItemKnife","generic",0.04}, {"ItemMatchbox_DZE","generic",0.01}, {"","generic",0.32}, {"backpacks","backpacks",0.04}, {"tents","tents",0.01}, {"","military",0.02}, {"","trash",0.17}, {"Binocular","weapon",0.02}, {"PartPlywoodPack","magazine",0.02}, {"clothes","clothes",0.01}, {"specialclothes","specialclothes",0.01}, {"WeaponHolder_MeleeCrowbar","object",0.03}, {"pistols", "cfglootweapon", 0.04 }, {"shotgunsingleshot", "cfglootweapon", 0.04 } }; and change it too class Residential: Default { zombieChance = 0.3; maxRoaming = 2; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_villager1","z_villager2","z_villager3"}; lootChance = 0.4; lootPos[] = {}; lootType[] = { {"ItemWatch","generic",0.04}, {"ItemCompass","generic",0.03}, {"ItemMap","weapon",0.02}, {"ItemFlashlight","generic",0.01}, {"ItemKnife","generic",0.04}, {"ItemMatchbox_DZE","generic",0.01}, {"","generic",0.32}, {"backpacks","backpacks",0.04}, {"tents","tents",0.01}, {"","military",0.02}, {"","trash",0.17}, {"","beer",0.17}, {"Binocular","weapon",0.02}, {"PartPlywoodPack","magazine",0.02}, {"clothes","clothes",0.01}, {"specialclothes","specialclothes",0.01}, {"WeaponHolder_MeleeCrowbar","object",0.03}, {"pistols", "cfglootweapon", 0.04 }, {"shotgunsingleshot", "cfglootweapon", 0.04 } }; Hope this works for you! Link to comment Share on other sites More sharing options...
0 Hux Posted September 30, 2014 Author Report Share Posted September 30, 2014 Yes, its classname is ItemSodaRabbit. There are 2 options. 1. If you dont mind it spawning in other places that food and drinks would spawn. Open CfgLoot.hpp and find trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; and change it to this trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"ItemSodaRabbit",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; you can change the #s to increase/decrease spawn chance 2. If you only want it to spawn in residential areas this is what i THINK would work. Anyone feel free to correct if im wrong. Find both CfgLoot.hpp and CfgBuildingLoot.hpp. Open CfgLoot.hpp and change class CfgLoot { trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; into class CfgLoot { trash[] = { {"ItemSodaCoke",0.5}, {"ItemSodaPepsi",0.05}, {"FoodCanBakedBeans",0.25}, {"FoodCanSardines",0.1}, {"FoodCanFrankBeans",0.1} }; class CfgLoot { beer[] = { {"ItemSodaRabbit",0.25}, }; Then open CfgBuildingLoot.hpp and find class Residential: Default { zombieChance = 0.3; maxRoaming = 2; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_villager1","z_villager2","z_villager3"}; lootChance = 0.4; lootPos[] = {}; lootType[] = { {"ItemWatch","generic",0.04}, {"ItemCompass","generic",0.03}, {"ItemMap","weapon",0.02}, {"ItemFlashlight","generic",0.01}, {"ItemKnife","generic",0.04}, {"ItemMatchbox_DZE","generic",0.01}, {"","generic",0.32}, {"backpacks","backpacks",0.04}, {"tents","tents",0.01}, {"","military",0.02}, {"","trash",0.17}, {"Binocular","weapon",0.02}, {"PartPlywoodPack","magazine",0.02}, {"clothes","clothes",0.01}, {"specialclothes","specialclothes",0.01}, {"WeaponHolder_MeleeCrowbar","object",0.03}, {"pistols", "cfglootweapon", 0.04 }, {"shotgunsingleshot", "cfglootweapon", 0.04 } }; and change it too class Residential: Default { zombieChance = 0.3; maxRoaming = 2; zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_villager1","z_villager2","z_villager3"}; lootChance = 0.4; lootPos[] = {}; lootType[] = { {"ItemWatch","generic",0.04}, {"ItemCompass","generic",0.03}, {"ItemMap","weapon",0.02}, {"ItemFlashlight","generic",0.01}, {"ItemKnife","generic",0.04}, {"ItemMatchbox_DZE","generic",0.01}, {"","generic",0.32}, {"backpacks","backpacks",0.04}, {"tents","tents",0.01}, {"","military",0.02}, {"","trash",0.17}, {"","beer",0.17}, {"Binocular","weapon",0.02}, {"PartPlywoodPack","magazine",0.02}, {"clothes","clothes",0.01}, {"specialclothes","specialclothes",0.01}, {"WeaponHolder_MeleeCrowbar","object",0.03}, {"pistols", "cfglootweapon", 0.04 }, {"shotgunsingleshot", "cfglootweapon", 0.04 } }; Hope this works for you! Oh man I tried your first suggestion. I got in game and headed to the Irish Pub and what do you know........Beer! That worked great. Thank you very much for your help. Link to comment Share on other sites More sharing options...
0 oSoDirty Posted October 1, 2014 Report Share Posted October 1, 2014 Oh man I tried your first suggestion. I got in game and headed to the Irish Pub and what do you know........Beer! That worked great. Thank you very much for your help. You're very welcome! Glad i could help. =] Link to comment Share on other sites More sharing options...
Question
Hux
I'm trying to add Rabbitman beer to my loot tables but I'm unsure how to do this.
I'm using overpoch custom loot tables and I want to add Rabbitman beer to the market spawns.
How do I do this?
If someone would be so kind as to post an example from a loot table file.
Thank you.
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