Active_Z3 Posted January 7, 2015 Report Share Posted January 7, 2015 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 Link to comment Share on other sites More sharing options...
Paradox121 Posted January 7, 2015 Report Share Posted January 7, 2015 Doesnt work the File with Fix for flying loot as of ArmA 3 v1.12 REUPLOADED Flots is flying ... against Link to comment Share on other sites More sharing options...
wrt12345 Posted January 7, 2015 Report Share Posted January 7, 2015 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 :) Link to comment Share on other sites More sharing options...
GZA Posted January 7, 2015 Report Share Posted January 7, 2015 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. Link to comment Share on other sites More sharing options...
second_coming Posted January 7, 2015 Report Share Posted January 7, 2015 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. Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 7, 2015 Report Share Posted January 7, 2015 Forget it, sorted it, im a tool..... Link to comment Share on other sites More sharing options...
dude5285 Posted January 7, 2015 Report Share Posted January 7, 2015 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 Link to comment Share on other sites More sharing options...
x_Raven_x Posted January 7, 2015 Report Share Posted January 7, 2015 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 Link to comment Share on other sites More sharing options...
Active_Z3 Posted January 8, 2015 Report Share Posted January 8, 2015 @wrt12345. Glad i could help. Link to comment Share on other sites More sharing options...
CoercionX Posted January 8, 2015 Report Share Posted January 8, 2015 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. Link to comment Share on other sites More sharing options...
auzgamer Posted January 8, 2015 Report Share Posted January 8, 2015 any fix for the loot spawning in the air? i also added my arma 2 custom map to the server loot spawns in it but i can open the containers in there any ideas? Link to comment Share on other sites More sharing options...
Paradox121 Posted January 8, 2015 Report Share Posted January 8, 2015 No the fix from Na_Palm doenst work for Altis Link to comment Share on other sites More sharing options...
Ness Posted January 8, 2015 Report Share Posted January 8, 2015 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? Link to comment Share on other sites More sharing options...
auzgamer Posted January 8, 2015 Report Share Posted January 8, 2015 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 Link to comment Share on other sites More sharing options...
Ness Posted January 8, 2015 Report Share Posted January 8, 2015 Where exactly should I past it? I have it all the way ontop under the []execVM scrpits statusbar.sqf is that okay? Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 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"; }; Link to comment Share on other sites More sharing options...
Ness Posted January 8, 2015 Report Share Posted January 8, 2015 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... Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 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. Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 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/ bFe, Drunkie and cen 3 Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 SC, is this for @Mas? Or Vanilla? Thanks! Vanilla Chernarus, though it should be fine for Altis/Stratis too Drunkie 1 Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 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. Link to comment Share on other sites More sharing options...
second_coming Posted January 8, 2015 Report Share Posted January 8, 2015 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. Drunkie 1 Link to comment Share on other sites More sharing options...
dude5285 Posted January 8, 2015 Report Share Posted January 8, 2015 AWESOME! thank you for your copy, i copied into my pbo altis files and loaded server loot is now working. thank thank thank you ive been trying for 2 weeks with no aval. Link to comment Share on other sites More sharing options...
CoercionX Posted January 8, 2015 Report Share Posted January 8, 2015 Anyone running Altis, here are all the additional buildings needed plus a few custom ones if you add custom buildings. The original file is 90% Cherno buildings. ["Land_CarService_F", 2], ["Land_Cargo_HQ_V1_F", 1], ["Land_Cargo_HQ_V2_F", 1], ["Land_Cargo_HQ_V3_F", 1], ["Land_Cargo_House_V1_F", 1], ["Land_Cargo_House_V2_F", 1], ["Land_Cargo_House_V3_F", 1], ["Land_Cargo_Patrol_V1_F", 1], ["Land_Cargo_Patrol_V2_F", 1], ["Land_Cargo_Patrol_V3_F", 1], ["Land_Cargo_Tower_V2_F", 1], ["Land_Cargo_Tower_V3_F", 1], ["Land_Chapel_Small_V1_F", 0], ["Land_Chapel_Small_V2_F", 0], ["Land_Chapel_V1_F", 0], ["Land_Chapel_V2_F", 0], ["Land_Crane_F", 2], ["Land_Factory_Main_F", 2], ["Land_Hangar_F", 1], ["Land_Hospital_main_F", 3], ["Land_Hospital_side1_F", 3], ["Land_Hospital_side2_F", 3], ["Land_LightHouse_F", 2], ["Land_Lighthouse_small_F", 2], ["Land_Metal_Shed_F", 2], ["Land_Pier_F", 2], ["Land_Pier_small_F", 2], ["Land_Radar_F", 3], ["Land_Research_HQ_F", 3], ["Land_Research_house_V1_F", 3], ["Land_Slum_House01_F", 0], ["Land_Slum_House02_F", 0], ["Land_Slum_House03_F", 0], ["Land_Unfinished_Building_01_F", 2], ["Land_Unfinished_Building_02_F", 2], ["Land_WIP_F", 2], ["Land_cargo_house_slum_F", 0], ["Land_d_Addon_02_V1_F", 0], ["Land_d_House_Big_01_V1_F", 0], ["Land_d_House_Big_02_V1_F", 0], ["Land_d_House_Small_01_V1_F", 0], ["Land_d_House_Small_02_V1_F", 0], ["Land_d_Shop_01_V1_F", 0], ["Land_d_Shop_02_V1_F", 0], ["Land_d_Stone_HouseBig_V1_F", 0], ["Land_d_Stone_HouseSmall_V1_F", 0], ["Land_d_Stone_Shed_V1_F", 2], ["Land_d_Windmill01_F", 2], ["Land_dp_bigTank_F", 2], ["Land_dp_mainFactory_F", 2], ["Land_i_Addon_02_V1_F", 0], ["Land_i_Addon_03_V1_F", 0], ["Land_i_Addon_03mid_V1_F", 0], ["Land_i_Addon_04_V1_F", 0], ["Land_i_Garage_V1_F", 0], ["Land_i_Garage_V1_dam_F", 0], ["Land_i_Garage_V2_F", 0], ["Land_i_Garage_V2_dam_F", 0], ["Land_i_House_Big_01_V1_F", 0], ["Land_i_House_Big_01_V2_F", 0], ["Land_i_House_Big_01_V3_F", 0], ["Land_i_House_Big_02_V1_F", 0], ["Land_i_House_Big_02_V2_F", 0], ["Land_i_House_Big_02_V3_F", 0], ["Land_i_House_Small_01_V1_F", 0], ["Land_i_House_Small_01_V2_F", 0], ["Land_i_House_Small_01_V3_F", 0], ["Land_i_House_Small_02_V1_F", 0], ["Land_i_House_Small_02_V2_F", 0], ["Land_i_House_Small_02_V3_F", 0], ["Land_i_House_Small_03_V1_F", 0], ["Land_i_Shed_Ind_F", 2], ["Land_i_Shop_01_V1_F", 0], ["Land_i_Shop_01_V2_F", 0], ["Land_i_Shop_01_V3_F", 0], ["Land_i_Shop_02_V1_F", 0], ["Land_i_Shop_02_V2_F", 0], ["Land_i_Shop_02_V3_F", 0], ["Land_i_Stone_HouseBig_V1_F", 0], ["Land_i_Stone_HouseBig_V2_F", 0], ["Land_i_Stone_HouseBig_V3_F", 0], ["Land_i_Stone_HouseSmall_V1_F", 0], ["Land_i_Stone_HouseSmall_V2_F", 0], ["Land_i_Stone_HouseSmall_V3_F", 0], ["Land_i_Stone_Shed_V1_F", 2], ["Land_i_Stone_Shed_V2_F", 2], ["Land_i_Stone_Shed_V3_F", 2], ["Land_i_Windmill01_F", 2], ["Land_nav_pier_m_F", 2], ["Land_spp_Tower_F", 0], ["Land_u_Addon_01_V1_F", 0], ["Land_u_Addon_02_V1_F", 0], ["Land_u_Barracks_V2_F", 1], ["Land_u_House_Big_01_V1_F", 0], ["Land_u_House_Big_02_V1_F", 0], ["Land_u_House_Small_01_V1_F", 0], ["Land_u_House_Small_02_V1_F", 0], ["Land_u_Shed_Ind_F", 2], ["Land_u_Shop_01_V1_F", 0], ["Land_u_Shop_02_V1_F", 0] tynmanz and Madbull 2 Link to comment Share on other sites More sharing options...
daftill Posted January 8, 2015 Report Share Posted January 8, 2015 does anyone now know how to add the @mas weapons to the trader? how i can sell them there? Link to comment Share on other sites More sharing options...
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