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@MAS weapons Lootspawner script (More weapons!)


BlackPlague_81st

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  On 1/18/2015 at 11:59 AM, ZENITHOVMAN said:

@Product,

So you have an Overpoch server but you cannot sell the @mas weapons to traders, is that right?

If yes, aren't your players asking to have the ability to sell what they gather?

 

Easier said then done i have it on my sever so far u can sell them items and it shows the price but the Trader takes the items giving you nothing in return this is MAS weapons im talking about and Vehicles like Ifrit wont even sell just stays there

 

now there is a topic about this and no one has gotten it to work with out Breaking the ToS of Epoch that i know of at least 

 

 

 

 
  On 1/18/2015 at 11:26 AM, pr0dukt said:

Anyone able to get @mas weapon pricing configured to actually work yet? 

 
Ya my Config works shows the prices and everything just traders are broken
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  On 1/18/2015 at 1:36 PM, Ree said:

 

Easier said then done i have it on my sever so far u can sell them items and it shows the price but the Trader takes the items giving you nothing in return this is MAS weapons im talking about and Vehicles like Ifrit wont even sell just stays there

 

now there is a topic about this and no one has gotten it to work with out Breaking the ToS of Epoch that i know of at least 

 

 

 

 
 
Ya my Config works shows the prices and everything just traders are broken

 

 

Really need this!!

 

Question, if I dont use the Loot Spawner, will the weapons just spawn in Arma3 style? Like in containers and such?

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ok so had a look at the rpt and saw a bunch of this CAUTION WALL OF TXT

 

  Reveal hidden contents

 0:35:27 "-- LOOTSPAWNER spawnBuilding_list ready, d: 0.173s"
 0:35:27 "Epoch: Loading buildings"
 0:35:27 Cannot create non-ai vehicle Land_A_BuildingWIP,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_BuildingWIP has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_FuelStation_Build,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_FuelStation_Build has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_GeneralStore_01,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_GeneralStore_01 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_GeneralStore_01a,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_GeneralStore_01a has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_Hospital,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_Hospital has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_Pub_01,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_Pub_01 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_a_stationhouse,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_a_stationhouse has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_A_TVTower_Base,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_TVTower_Base has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Barn_Metal,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Barn_Metal has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Barn_W_01,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Barn_W_01 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Church_03,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Church_03 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Farm_Cowshed_a,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Farm_Cowshed_a has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Farm_Cowshed_b,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Farm_Cowshed_b has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Farm_Cowshed_c,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Farm_Cowshed_c has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Hangar_2,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Hangar_2 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_Hlidac_budka,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Hlidac_budka has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_HouseBlock_A1,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_HouseBlock_A1 has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_HouseB_Tenement,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_HouseB_Tenement has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_HouseV2_01A,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_HouseV2_01A has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_HouseV2_02_Interier,
 0:35:27 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_HouseV2_02_Interier has no building positions --"
 0:35:27 Cannot create non-ai vehicle Land_HouseV2_04_interier,

 

so im guessing its not working :(  lol bugger

 

also whats this mean

 

0:35:27 Bad conversion: bool
 0:35:27 Bad conversion: bool

 

there's heaps of those too

 

 

AND..................

 

what the hell is this

 

0:35:26 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:26   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115
 0:35:27 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:27   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115
 0:35:27 Connected to Steam servers
 0:35:27 Attempt to override final function - bis_fnc_init
 0:35:27 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:27   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115
 0:35:27 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:27   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115
 0:35:27 "-- LOOTSPAWNER initialise ------------------------"
 0:35:27 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:27   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115
 0:35:27 Error in expression <
sleep (_tm+_FadeIn+4);
} forEach _ms;

};
>
 0:35:27   Error position: <};
>
 0:35:27   Error Missing {
 0:35:27 File mpmissions\__cur_mp.BornHolm\init.sqf, line 115

hopefully i can figure this out

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  On 1/18/2015 at 11:59 AM, ZENITHOVMAN said:

@Product,

So you have an Overpoch server but you cannot sell the @mas weapons to traders, is that right?

If yes, aren't your players asking to have the ability to sell what they gather?

Yes, thus my question. lol They don't sell on any overpoch server atm, unless the host cracked the dll to edit the checks. 

 

  On 1/18/2015 at 1:36 PM, Ree said:

 

 
Ya my Config works shows the prices and everything just traders are broken

 

That's how i had for awhile too but now they don't even do that. Are you calling the prices from a PricingCfg.hpp included in your description.ext ? For whatever reason, the clientside files aren't picking up on those from the mission load. If you did anything different, I'd love to know.

 

  On 1/18/2015 at 2:52 PM, Tricks said:

Really need this!!

 

Question, if I dont use the Loot Spawner, will the weapons just spawn in Arma3 style? Like in containers and such?

No.  It's not a plug and play mod, and there is no support for it. you have to manually add the classnames to the LSlootlist.sqf just like the rest of us did kiddo.

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  On 1/18/2015 at 3:33 PM, pr0dukt said:

That's how i had for awhile too but now they don't even do that. Are you calling the prices from a PricingCfg.hpp included in your description.ext ? For whatever reason, the clientside files aren't picking up on those from the mission load. If you did anything different, I'd love to know.

 i call it from config.hpp in my description.ext

 

 description.ext

  Reveal hidden contents

 

 

config.hpp

#include "CfgPricing.hpp"

i removed my server name as im not listing it yet =x

 

 

i'll also share my CfgPricing.hpp

  Reveal hidden contents

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  On 1/17/2015 at 11:07 PM, Humpabry said:

 

anyone notice loot will not spawn in hospitals (Land_A_Hospital)

 

says no positions all the time and its annoying since i edited list to spawn medi shit in there :/

 

"-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_Hospital has no building positions --"
"-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_A_Hospital_dam has no building positions --"
 
gave both versions on my map too :/
 
also cant get any of these to spawn with it
 
"CinderBlocks",

"MortarBucket",

"ItemScraps",

"ItemCorrugated",

"ItemCorrugatedLg",

"PartPlankPack",

"WoodLog_EPOCH"   

 
seems my coding is wrong or something..i change the buildings in building list to 2 for industrial and add spawns but it dont work..so i just added items to civil and they spawn no problem.
 
dont know wat i am missing tbh
 
[0, 13, 21, 24, 18, 22], // civil
[1, 22, 36, 28, 26, 18], // military
[2, 10, 21, 28, 26, 36], // industrial
[3, 12, 36, 36, -1, -1] // research
 
so set buildings u want to 2 and spawn those items i posted above
 
wont work :/...any help be great thanks
 
so civil and military work fine but industrial and research dont work..thats wierd :/
 
ok figured it out my bad just wierd to understand...
 
still the hospitals not seen on map ill try the big hospital :)

 

 

There are no designated spawn points in the building so the loot script won't spawn items in it. It's a map issue, not a problem with the script.

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  On 1/18/2015 at 3:33 PM, pr0dukt said:

No.  It's not a plug and play mod, and there is no support for it. you have to manually add the classnames to the LSlootlist.sqf just like the rest of us did kiddo.

 

Where do I find the loot lists? I am assuming Ill need Emod as well?

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  On 1/18/2015 at 3:54 PM, Tricks said:

Where do I find the loot lists? I am assuming Ill need Emod as well?

 

There some post in the early post that posted some loot spawn list for EPoch and EPoch+ MAS 

 

Emod is only Needed if you use MAS weapon but even then at this current time we cant even sell the items and get money back

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I am seeing this error in my rpt since installing this:

if (({_x == _loot} count exclcontainer_list) > 0) th>
 0:40:28   Error position: <_loot} count exclcontainer_list) > 0) th>
 0:40:28   Error Undefined variable in expression: _loot
 0:40:28 File mpmissions\__cur_mp.Altis\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 146
 0:40:28 Error in expression <d", "repairkit", true];
};

I'm running the same files as in the pumpkinpieman git except for some tweaks to the building list and loot list as my server is on A3 epoch Altis and not chernarus....

 

Any ideas anyone? Anyone else getting this? It spams like crazy in my rpt

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  On 1/19/2015 at 2:09 AM, Havik said:

For some reason, every time i remove something from the list, no loot spawns. Anybody else experience this?

 

 

When editing the loot lists, watch your commas at the end of each category.  Make sure all lines have commas EXCEPT for lines at the end of a list before the start of a new category.  Also remember that you should not allow any category to be empty.  Each one should have something in it to prevent errors.  So check all that out and see where you stand.  If it all looks right please post your server's RPT file and we can check for errors.  Remember to use [spoiler ]

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  On 1/19/2015 at 1:27 AM, buck0rue said:

working on unknown items in rpt

I'll be back

anyone know what this means?...    Bad conversion: bool......

 

I had the "Bad conversion: bool" for a while, then some vehicles/loot despawned one day and it went away.  Haven't seen it for about a week.

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Hi, i made a completed List of Lootable A3 Buildings for the LSLootBuildings.SQF (Tested on all Altis Buildings). May someone find it Helpful

 

  Reveal hidden contents
Buildingstoloot_list = [
//Civil
["Land_Chapel_V1_F", 0],
["Land_Chapel_V2_F", 0],
["Land_Chapel_Small_V1_ruins_F", 0],
["Land_Chapel_Small_V1_F", 0],
["Land_Chapel_Small_V2_ruins_F", 0],
["Land_Chapel_Small_V2_F", 0],
["Land_Offices_01_V1_F", 0],
["Land_Hospital_main_F", 0],
["Land_Hospital_side1_F", 0],
["Land_Hospital_side2_F", 0],
["Land_LightHouse_ruins_F", 0],
["Land_LightHouse_F", 0],
["Land_Lighthouse_small_F", 0],
["Land_u_Addon_01_V1_F", 0],
["Land_Addon_02_V1_ruins_F", 0],
["Land_d_Addon_02_V1_F", 0],
["Land_u_Addon_02_V1_F", 0],
["Land_i_Addon_02_V1_F", 0],
["Land_i_Addon_03_V1_F", 0],
["Land_i_Addon_03mid_V1_F", 0],
["Land_Addon_04_V1_ruins_F", 0],
["Land_i_Addon_04_V1_F", 0],
["Land_Garage_V1_ruins_F", 0],
["Land_i_Garage_V1_F", 0],
["Land_i_Garage_V2_F", 0],
["Land_Metal_Shed_F", 0],
["Land_House_Big_01_V1_ruins_F", 0],
["Land_i_House_Big_01_V1_F", 0],
["Land_i_House_Big_01_V1_dam_F", 0],
["Land_i_House_Big_01_V2_F", 0],
["Land_i_House_Big_01_V2_dam_F", 0],
["Land_i_House_Big_01_V3_F", 0],
["Land_i_House_Big_01_V3_dam_F", 0],
["Land_u_House_Big_01_V1_F", 0],
["Land_u_House_Big_01_V1_dam_F", 0],
["Land_d_House_Big_01_V1_F", 0],
["Land_House_Big_02_V1_ruins_F", 0],
["Land_i_House_Big_02_V1_F", 0],
["Land_i_House_Big_02_V1_dam_F", 0],
["Land_i_House_Big_02_V2_F", 0],
["Land_i_House_Big_02_V2_dam_F", 0],
["Land_i_House_Big_02_V3_F", 0],
["Land_i_House_Big_02_V3_dam_F", 0],
["Land_u_House_Big_02_V1_F", 0],
["Land_u_House_Big_02_V1_dam_F", 0],
["Land_d_House_Big_02_V1_F", 0],
["Land_Shop_01_V1_ruins_F", 0],
["Land_i_Shop_01_V1_F", 0],
["Land_i_Shop_01_V1_dam_F", 0],
["Land_i_Shop_01_V2_F", 0],
["Land_i_Shop_01_V2_dam_F", 0],
["Land_i_Shop_01_V3_F", 0],
["Land_i_Shop_01_V3_dam_F", 0],
["Land_u_Shop_01_V1_F", 0],
["Land_u_Shop_01_V1_dam_F", 0],
["Land_d_Shop_01_V1_F", 0],
["Land_Shop_02_V1_ruins_F", 0],
["Land_i_Shop_02_V1_F", 0],
["Land_i_Shop_02_V1_dam_F", 0],
["Land_i_Shop_02_V2_F", 0],
["Land_i_Shop_02_V2_dam_F", 0],
["Land_i_Shop_02_V3_F", 0],
["Land_i_Shop_02_V3_dam_F", 0],
["Land_u_Shop_02_V1_F", 0],
["Land_u_Shop_02_V1_dam_F", 0],
["Land_d_Shop_02_V1_F", 0],
["Land_House_Small_01_V1_ruins_F", 0],
["Land_i_House_Small_01_V1_F", 0],
["Land_i_House_Small_01_V1_dam_F", 0],
["Land_i_House_Small_01_V2_F", 0],
["Land_i_House_Small_01_V2_dam_F", 0],
["Land_i_House_Small_01_V3_F", 0],
["Land_i_House_Small_01_V3_dam_F", 0],
["Land_u_House_Small_01_V1_F", 0],
["Land_u_House_Small_01_V1_dam_F", 0],
["Land_d_House_Small_01_V1_F", 0],
["Land_House_Small_02_V1_ruins_F", 0],
["Land_i_House_Small_02_V1_F", 0],
["Land_i_House_Small_02_V1_dam_F", 0],
["Land_i_House_Small_02_V2_F", 0],
["Land_i_House_Small_02_V2_dam_F", 0],
["Land_i_House_Small_02_V3_F", 0],
["Land_i_House_Small_02_V3_dam_F", 0],
["Land_u_House_Small_02_V1_F", 0],
["Land_u_House_Small_02_V1_dam_F", 0],
["Land_d_House_Small_02_V1_F", 0],
["Land_House_Small_03_V1_ruins_F", 0],
["Land_i_House_Small_03_V1_F", 0],
["Land_i_House_Small_03_V1_dam_F", 0],
["Land_Slum_House01_F", 0],
["Land_Slum_House02_F", 0],
["Land_Slum_House03_F", 0],
["Land_Stone_HouseBig_V1_ruins_F", 0],
["Land_i_Stone_HouseBig_V1_F", 0],
["Land_i_Stone_HouseBig_V1_dam_F", 0],
["Land_i_Stone_HouseBig_V2_F", 0],
["Land_i_Stone_HouseBig_V2_dam_F", 0],
["Land_i_Stone_HouseBig_V3_F", 0],
["Land_i_Stone_HouseBig_V3_dam_F", 0],
["Land_d_Stone_HouseBig_V1_F", 0],
["Land_Stone_Shed_V1_ruins_F", 0],
["Land_i_Stone_Shed_V1_F", 0],
["Land_i_Stone_Shed_V1_dam_F", 0],
["Land_i_Stone_Shed_V2_F", 0],
["Land_i_Stone_Shed_V2_dam_F", 0],
["Land_i_Stone_Shed_V3_F", 0],
["Land_i_Stone_Shed_V3_dam_F", 0],
["Land_d_Stone_Shed_V1_F", 0],
["Land_i_Stone_HouseSmall_V1_F", 0],
["Land_i_Stone_HouseSmall_V1_dam_F", 0],
["Land_i_Stone_HouseSmall_V2_F", 0],
["Land_i_Stone_HouseSmall_V2_dam_F", 0],
["Land_i_Stone_HouseSmall_V3_F", 0],
["Land_i_Stone_HouseSmall_V3_dam_F", 0],
["Land_d_Stone_HouseSmall_V1_F", 0],
["Land_GH_Gazebo_ruins_F", 0],
["Land_GH_Gazebo_F", 0],
["Land_GH_House_ruins_F", 0],
["Land_GH_House_1_F", 0],
["Land_GH_House_2_F", 0],
["Land_GH_MainBuilding_left_F", 0],
["Land_GH_MainBuilding_middle_F", 0],
["Land_GH_MainBuilding_right_F", 0],
["Land_Stadium_p4_F", 0],
["Land_Stadium_p5_F", 0],
["Land_Stadium_p9_F", 0],
//MILITARY
["Land_BagBunker_Large_F", 1],
["Land_BagBunker_Small_F", 1],
["Land_i_Barracks_V1_F", 1],
["Land_i_Barracks_V1_dam_F", 1],
["Land_i_Barracks_V2_F", 1],
["Land_i_Barracks_V2_dam_F", 1],
["Land_u_Barracks_V2_F", 1],
["Land_Cargo_House_V1_ruins_F", 1],
["Land_Cargo_House_V1_F", 1],
["Land_Cargo_House_V2_ruins_F", 1],
["Land_Cargo_House_V2_F", 1],
["Land_Cargo_House_V3_ruins_F", 1],
["Land_Cargo_House_V3_F", 1],
["Land_Cargo_HQ_V1_ruins_F", 1],
["Land_Cargo_HQ_V1_F", 1],
["Land_Cargo_HQ_V2_ruins_F", 1],
["Land_Cargo_HQ_V2_F", 1],
["Land_Cargo_HQ_V3_ruins_F", 1],
["Land_Cargo_HQ_V3_F", 1],
["Land_Cargo_Patrol_V1_ruins_F", 1],
["Land_Cargo_Patrol_V1_F", 1],
["Land_Cargo_Patrol_V2_ruins_F", 1],
["Land_Cargo_Patrol_V2_F", 1],
["Land_Cargo_Patrol_V3_ruins_F", 1],
["Land_Cargo_Patrol_V3_F", 1],
["Land_Cargo_Tower_V1_ruins_F", 1],
["Land_Cargo_Tower_V1_F", 1],
["Land_Cargo_Tower_V1_No1_F", 1],
["Land_Cargo_Tower_V1_No2_F", 1],
["Land_Cargo_Tower_V1_No3_F", 1],
["Land_Cargo_Tower_V1_No4_F", 1],
["Land_Cargo_Tower_V1_No5_F", 1],
["Land_Cargo_Tower_V1_No6_F", 1],
["Land_Cargo_Tower_V1_No7_F", 1],
["Land_Cargo_Tower_V2_ruins_F", 1],
["Land_Cargo_Tower_V2_F", 1],
["Land_Cargo_Tower_V3_ruins_F", 1],
["Land_Cargo_Tower_V3_F", 1],
["Land_Medevac_house_V1_ruins_F", 1],
["Land_Medevac_house_V1_F", 1],
["Land_Medevac_HQ_V1_ruins_F", 1],
["Land_Medevac_HQ_V1_F", 1],
["Land_MilOffices_V1_F", 1],
// Industrial
["Land_cargo_house_slum_F", 2],
["Land_Unfinished_Building_01_ruins_F", 2],
["Land_Unfinished_Building_01_F", 2],
["Land_Unfinished_Building_02_ruins_F", 2],
["Land_Unfinished_Building_02_F", 2],
["Land_Airport_left_F", 2],
["Land_Airport_right_F", 2],
["Land_Airport_Tower_ruins_F", 2],
["Land_Airport_Tower_F", 2],
["Land_Airport_Tower_dam_F", 0],
["Land_Hangar_F", 1],
["Land_CarService_F", 2],
["Land_dp_bigTank_F", 2],
["Land_dp_mainFactory_F", 2],
["Land_Crane_F", 2],
["Land_FuelStation_Build_F", 2],
["Land_FuelStation_Shed_F", 2],
["Land_Shed_Ind_ruins_F", 2],
["Land_i_Shed_Ind_F", 2],
["Land_u_Shed_Ind_F", 2],
//Research
["Land_Research_house_V1_ruins_F", 3],
["Land_Research_house_V1_F", 3],
["Land_Research_HQ_ruins_F", 3],
["Land_Research_HQ_F", 3]
];

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if you want to have weapons always spawn with the correct magazines you could add the following:

 

in fn_LSgetBuildingstospawnLoot.sqf (Line 83)

 

under

_lootholder addWeaponCargoGlobal [_loot, 1];

add:

//Function to add the right magazine for a weapon.
_ammo = [] + getArray (configFile >> "cfgWeapons" >> _loot >> "magazines");
_lootholder addMagazineCargoGlobal [(_ammo select 0),(round(random 2))]; //max 2 magazines per weapon
//end custom funtion

result:

 

post-13897-0-64459800-1421849336_thumb.j

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  On 1/21/2015 at 2:09 PM, Sharkking said:

if you want to have weapons always spawn with the correct magazines you could add the following:

 

in fn_LSgetBuildingstospawnLoot.sqf (Line 83)

 

under

_lootholder addWeaponCargoGlobal [_loot, 1];

add:

//Function to add the right magazine for a weapon.
_ammo = [] + getArray (configFile >> "cfgWeapons" >> _loot >> "magazines");
_lootholder addMagazineCargoGlobal [(_ammo select 0),(round(random 2))]; //max 2 magazines per weapon
//end custom funtion

result:

 

attachicon.gifloot1.JPG

Thx i testing this and can you say me how did you do with the spawn from items  my items are always in the floor or under the ceiling of the second floor

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http://forums.bistudio.com/showthread.php?165234-Lootspawner-configurable-building-loot-system

 

there is a fix for loot not spawning correct (either in the air or underground)

 

Im using: _genZadjust = -0.1;

 

if you use it on Altis only you should adjust the spawchances, otherwhise the server gets flooded with loot.

 

example:

spawnClassChance_list = [
[0, 0.6, 0.6, 0.4, 0.5, -1],	// civil
[1, 1, 1, 0.5, 0.6, -1],	// military
[2, 0.8, 0.8, 0.8, 0.4, -1],	// industrial
[3, 0.8, 0.8, 0.6, 0.8, -1]		// research
];
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