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BlackPlague_81st

@MAS weapons Lootspawner script (More weapons!)

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I'm not sure if this right, but if it is, please feel free to use it but if someone can check over it dont want to go start messing me BE filters up 

 

!="(arifle_MK20C_F|arifle_MK20_F|arifle_TRG20_F|arifle_TRG21_F|Binocular|hgun_ACPC2_F|hgun_P07_F|hgun_PDW2000_F|hgun_Rook40_F|SMG_01_F|SMG_02_F|srifle_EBR_F|arifle_Katiba_C_F|arifle_Katiba_F|arifle_Katiba_GL_|arifle_Mk20C_F|arifle_Mk20_F|arifle_Mk20_GL_F|arifle_MXC_F|arifle_MXM_F|arifle_MX_F|arifle_MX_GL_F|arifle_MX_SW_F|arifle_SDAR_F|arifle_TRG20_F|arifle_TRG21_F|arifle_TRG21_GL_F|Binocular|hgun_ACPC2_snds_F|hgun_P07_snds_F|hgun_PDW2000_F|hgun_Rook40_snds_F|Laserdesignator|launch_NLAW_F|launch_RPG32_F|launch_Titan_F|LMG_Mk200_F|LMG_Zafir_F|Rangefinder|SMG_01_F|SMG_02_F|srifle_EBR_F|srifle_GM6_F|srifle_LRR_F|arifle_Katiba_C_F|arifle_Mk20C_F|arifle_Mk20_F|arifle_MXC_F|arifle_SDAR_F|arifle_TRG20_F|arifle_TRG21_F|Binocular|SMG_01_F|SMG_02_F|Laserdesignator|launch_NLAW_F|launch_RPG32_F|launch_Titan_F|Rangefinder|srifle_GM6_F|srifle_LRR_F)_mas"

 

Only the mas weapons have to be added everything that is epoch weapons  is already in battleye filters. This is only if you want mas weapons to spawn and use them with out having issues or getting kicked. 

 

Like this.

//Epoch weapons

"arifle_Katiba_C_F",
"arifle_Katiba_F",
"arifle_Katiba_GL_F",
"arifle_Mk20C_F",
"arifle_Mk20_F",
"arifle_Mk20_GL_F",
"arifle_MXC_F",
"arifle_MXM_F",
"arifle_MX_F",
"arifle_MX_GL_F",
"arifle_MX_SW_F",
"arifle_SDAR_F",
"arifle_TRG20_F",
"arifle_TRG21_F",
"arifle_TRG21_GL_F",
"Binocular",
"hgun_ACPC2_snds_F",
"hgun_P07_snds_F",
"hgun_PDW2000_F",
"hgun_Rook40_snds_F",
"LMG_Mk200_F",
"LMG_Zafir_F",
"SMG_01_F",
"SMG_02_F",
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F",
"m16_EPOCH",
"m16Red_EPOCH",
"M14_EPOCH",
"M14Grn_EPOCH",
"m4a3_EPOCH",
"AKM_EPOCH",
"m249_EPOCH",
"m249Tan_EPOCH",
"m107Tan_EPOCH",
"m107_EPOCH",
"Rangefinder",                         
"Laserdesignator",
//Mas weapons
"arifle_mas_hk416",
"arifle_mas_hk416_v",
"arifle_mas_hk416c_d",
"arifle_mas_hk417c",
"arifle_mas_hk417c_d",
"arifle_mas_l119",
"arifle_mas_l119_v",
"arifle_mas_l119_d",
"arifle_mas_g36c",
"arifle_mas_mk16",
"arifle_mas_mk17",
"arifle_mas_g3",
"arifle_mas_fal",
"srifle_mas_sr25",
"srifle_mas_mk17s",
"srifle_mas_m110",
"srifle_mas_m24",
"srifle_mas_lrr",
"LMG_mas_Mk48_F",
"LMG_mas_M240_F",
"LMG_mas_mg3_F",
"LMG_mas_M60_F",
"arifle_mas_bizon",
"LMG_mas_pkm_F",
"arifle_mas_asval",
 
 
So pretty much if you want mas weapons in your loot you add them and then you need to add the right battyeye filters also which for the class names above this would be the battleye filters you need to add to addweaponcargo.txt.
 !="(hk416|hk416_v|hk416c_d|hk417c|hk417c_d|l119|l119_v|l119_d|m24|lrr|Mk48_F|M240_F|mg3_F|M60_F|bizon|pkm_F|asval|g36c|mk16|mk17|g3|fal|sr25|mk17s|m110)_mas" 
 
 
As for these
 "launch_NLAW_F",
"launch_RPG32_F",
"launch_Titan_F",
 
You would need to add this to addweaponcargo.txt. !="launch_(RPG32|NLAW|Titan_short|Titan)_F"
 
I will upload the files i am using with this post.

addweaponcargo.txt

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Only the mas weapons have to be added everything that is epoch weapons  is already in battleye filters. This is only if you want mas weapons to spawn and use them with out having issues or getting kicked. 

 

Like this.

//Epoch weapons

"arifle_Katiba_C_F",
"arifle_Katiba_F",
"arifle_Katiba_GL_F",
"arifle_Mk20C_F",
"arifle_Mk20_F",
"arifle_Mk20_GL_F",
"arifle_MXC_F",
"arifle_MXM_F",
"arifle_MX_F",
"arifle_MX_GL_F",
"arifle_MX_SW_F",
"arifle_SDAR_F",
"arifle_TRG20_F",
"arifle_TRG21_F",
"arifle_TRG21_GL_F",
"Binocular",
"hgun_ACPC2_snds_F",
"hgun_P07_snds_F",
"hgun_PDW2000_F",
"hgun_Rook40_snds_F",
"LMG_Mk200_F",
"LMG_Zafir_F",
"SMG_01_F",
"SMG_02_F",
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F",
"m16_EPOCH",
"m16Red_EPOCH",
"M14_EPOCH",
"M14Grn_EPOCH",
"m4a3_EPOCH",
"AKM_EPOCH",
"m249_EPOCH",
"m249Tan_EPOCH",
"m107Tan_EPOCH",
"m107_EPOCH",
"Rangefinder",                         
"Laserdesignator",
//Mas weapons
"arifle_mas_hk416",
"arifle_mas_hk416_v",
"arifle_mas_hk416c_d",
"arifle_mas_hk417c",
"arifle_mas_hk417c_d",
"arifle_mas_l119",
"arifle_mas_l119_v",
"arifle_mas_l119_d",
"arifle_mas_g36c",
"arifle_mas_mk16",
"arifle_mas_mk17",
"arifle_mas_g3",
"arifle_mas_fal",
"srifle_mas_sr25",
"srifle_mas_mk17s",
"srifle_mas_m110",
"srifle_mas_m24",
"srifle_mas_lrr",
"LMG_mas_Mk48_F",
"LMG_mas_M240_F",
"LMG_mas_mg3_F",
"LMG_mas_M60_F",
"arifle_mas_bizon",
"LMG_mas_pkm_F",
"arifle_mas_asval",
 
 
So pretty much if you want mas weapons in your loot you add them and then you need to add the right battyeye filters also which for the class names above this would be the battleye filters you need to add to addweaponcargo.txt.
 !="(hk416|hk416_v|hk416c_d|hk417c|hk417c_d|l119|l119_v|l119_d|m24|lrr|Mk48_F|M240_F|mg3_F|M60_F|bizon|pkm_F|asval|g36c|mk16|mk17|g3|fal|sr25|mk17s|m110)_mas" 
 
 
As for these
 "launch_NLAW_F",
"launch_RPG32_F",
"launch_Titan_F",
 
You would need to add this to addweaponcargo.txt. !="launch_(RPG32|NLAW|Titan_short|Titan)_F"
 
I will upload the files i am using with this post.

 

Active_Z3 thanks for you help, it sure is a learning curve for us noobtubes , but really enjoying it, will get there someday :)

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http://forums.bistudio.com/showthread.php?165234-Lootspawner-configurable-building-loot-system&highlight=floating+loot

 

I've already tried the fix and it didn't work, if you have a fix why not share it?

 

The main issue seems to be on the Chernarus map (hangers in particular) so maybe the above fix worked for Altis/Stratis, not sure myself as I haven't tried either.

 

Already posted a fix check my last post. 

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Already posted a fix check my last post. 

 

I've already tried that unfortunately, it doesn't work for ammo. In the hangars in Chernarus all the ammo spawns and then drops under the floor so you can't see it. There is obviously a problem with the way the hangar floors location is calculated in the Arma engine (maybe it's to do with the size of the ammo items, I don't know)

 

It does work for the larger items though (guns, backpacks etc).

 

I think I'm going to remove the ammo spawning in the hangars and implement replacing "GroundWeaponHolder" with "WeaponHolderSimulated" for everything else.

 

I'll create a new building type in Lootspawner which just applies to the hangars and not have any ammo spawn there.

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Ok, i've been going at this for about 6 hours so far. I get everything packed up and uploaded to my server but upon login i keep getting. Kicked for Createvehicle Restriction #0, look at the log for it and it says Seagull..... i am stuck here. anyone know why when just adding the Lootspawner scripts i get this? any help would be awesome

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I am a total newbie with this stuff. I was hoping to get some help. I tried to get this script working but keep getting kicked restriction #20

 

Steps Followed:

 

1 de-pboed

 

2 made init file

pasted this from Zed:

 

if (isServer) then {

fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf";

LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf";

execVM "custom\LSpawner\Lootspawner.sqf";

};

 

3 changed LSlootList.sqf from Zed..........BTW Thanks ZED Epoch stuff is enough

 

4 re-pboed

 

Started everything up. Mission starts to load and kick.

 

I can provide more information if needed let me know what you need to help.

 

can you tell me what you did to make it work? what did you type in Scripts.txt? or publicvariable was it?

 

 

 

Edit: I totally Missed some stuff ya guy's Posted, I'm gonna try them, thanks! :D

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A question on the side dealing with what the original files enable.

Anyone know why any assembled items (uav/turret/mortar) get deleted out about 2 seconds after assembly?

Not getting any BE logs, watching rpt log live and no messages pop up, UVC=false, and no hack logs come up.

Would love to get uavs to work, but even spawned in I cant connect the terminal to them, so guessing they are a dead end.

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i already have a init.sqf in my pbo. should i paste

 if (isServer) then {

fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf";
LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf";
execVM "custom\LSpawner\Lootspawner.sqf";
}; 

inside of it.. or should i still make another init.sqf then place the code?

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i already have a init.sqf in my pbo. should i paste

 if (isServer) then {

fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf";

LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf";

execVM "custom\LSpawner\Lootspawner.sqf";

}; 

inside of it.. or should i still make another init.sqf then place the code?

just paste it in the one you already have works all the same

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Where exactly should I past it? I have it all the way ontop under the

[]execVM scrpits statusbar.sqf is that okay?

 

I have it right at the top:

if (isServer) then 
{
	fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "LSpawner\fn_LSgetBuildingstospawnLoot.sqf"; 
	LSdeleter = compile preProcessFileLineNumbers "LSpawner\LSdeleter.sqf";
	execVM "LSpawner\Lootspawner.sqf";
};

[] execVM "IgiLoad\IgiLoadInit.sqf";

if (!isServer) then 
{
	// Welcome Credits
	execVM "custom\welcome.sqf";
};

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Okay so I should probably put it all the way on top.. cool thanks... also would it crash server if there is 2 init.sqf? Because in the first post the init.sqf had nothing but just the Lspawner code? Im only asking because my pbo already had a init.sqf inside before I installed any script from here...

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Okay so I should probably put it all the way on top.. cool thanks... also would it crash server if there is 2 init.sqf? Because in the first post the init.sqf had nothing but just the Lspawner code? Im only asking because my pbo already had a init.sqf inside before I installed any script from here...

 

Not sure if it would crash but you only want one init.sqf, just combine the contents of the two files into one.

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For anyone who's interested I have put up the version of Lootspawner I am using which is set up as follows:

 

This version includes the additional buildings for Chernarus, plus additional buildings added here:

I have modified the loot so that:

Explosives have been removed.

Aircraft hangars spawn only metal scraps, circuit parts, engine oil, energy packs and vehicle repair kits

Industrial places are the place to find building materials.

Hospitals are now the only spawn points for medical items.

Supermarkets and pubs now only spawn food and drink.

Offical spawn items (items that you have to search) still spawn everywhere with the default loot.

 

https://github.com/secondcoming/Arma3-Epoch-Lootspawner/

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High Five brother!

 

:D

 

(Quick quesiton)

 

Explosives have been removed.

Aircraft hangars spawn only metal scraps, circuit parts, engine oil, energy packs and vehicle repair kits

Industrial places are the place to find building materials.

Hospitals are now the only spawn points for medical items.

Supermarkets and pubs now only spawn food and drink.

Offical spawn items (items that you have to search) still spawn everywhere with the default loot.

 

Military?

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High Five brother!

 

:D

 

(Quick quesiton)

 

Explosives have been removed.

Aircraft hangars spawn only metal scraps, circuit parts, engine oil, energy packs and vehicle repair kits

Industrial places are the place to find building materials.

Hospitals are now the only spawn points for medical items.

Supermarkets and pubs now only spawn food and drink.

Offical spawn items (items that you have to search) still spawn everywhere with the default loot.

 

Military?

 

Military is all the weapons and ammo minus the explosives/missiles/rockets, I also added the ammo for the armed Pickup and Hunter as I have them in the vehicle spawn list too.

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Oh that i understand, i was pointing out that your list didnt hint at loot at Military spots.

 

Sorry, wasnt being an arse, just making sure i dont install something that has no militry bits n bobs.

:)

 

If you want to try it before installing jump onto my server listed in my signature.

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