prone Posted January 15, 2015 Report Share Posted January 15, 2015 I'm curious, but does anyone have a master-list of in-game item class names? I've looked around, but couldn't find much. Link to comment Share on other sites More sharing options...
VAKE Posted January 16, 2015 Report Share Posted January 16, 2015 Theres a Grenade in the lootspawner, which is named as "Stone" ingame, but looks like a grenade. Do you know, is it the HandGrenade or the MiniGrenade? Need to remove it, cause people get kicked when throwing it. Thanks It's: HandGrenade_Stone I had the same issue with it and a few other items in the spawn list. You can remove them from the loot spawner list, or add them to your BE filters. Link to comment Share on other sites More sharing options...
VAKE Posted January 16, 2015 Report Share Posted January 16, 2015 Can I add this as an additional loot spawn script but not have MAS weapons on the server? Or does anyone have success with using a high loot spawn script? I know a few servers that use an A2 type loot spawner and want to implement this on ours... You don't need the @MAS folder. Just copy the files into your pbo, and the necessary lines to your init.sqf, and update the BE filters or loot lists to allow everything to spawn that you want without players getting kicked. Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted January 16, 2015 Author Report Share Posted January 16, 2015 I'm curious, but does anyone have a master-list of in-game item class names? I've looked around, but couldn't find much. You guys REALLY need to start reading. FIRST PAGE: Epoch Item List https://github.com/p...ochItemList.txt Link to comment Share on other sites More sharing options...
doomdpanic Posted January 16, 2015 Report Share Posted January 16, 2015 this works for the mp right ? cause the file is 550mb ? Link to comment Share on other sites More sharing options...
x_Raven_x Posted January 16, 2015 Report Share Posted January 16, 2015 Does anyone know the arma 3 code to add the shades to the spawn list for epochlist? Link to comment Share on other sites More sharing options...
Ree Posted January 16, 2015 Report Share Posted January 16, 2015 anyone know whats up with this error and how to fix it? if (({_x == _loot} count exclcontainer_list) > 0) th> 14:57:16 Error position: <_loot} count exclcontainer_list) > 0) th> 14:57:16 Error Undefined variable in expression: _loot 14:57:16 File mpmissions\__cur_mp.Chernarus\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 155 14:57:16 Error in expression <d", "repairkit", true]; }; if (({_x == _loot} count exclcontainer_list) > 0) th> 14:57:16 Error position: <_loot} count exclcontainer_list) > 0) th> 14:57:16 Error Undefined variable in expression: _loot 14:57:16 File mpmissions\__cur_mp.Chernarus\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 155 14:57:16 Error in expression <cteditem); _lootholder = createVehicle [_loot, _tmpPos, [], 0, "CAN_COLLIDE"]; i> 14:57:16 Error position: <_loot, _tmpPos, [], 0, "CAN_COLLIDE"]; i> 14:57:16 Error Undefined variable in expression: _loot 14:57:16 File mpmissions\__cur_mp.Chernarus\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 130 14:57:16 Error in expression <d", "repairkit", true]; }; if (({_x == _loot} count exclcontainer_list) > 0) th> 14:57:16 Error position: <_loot} count exclcontainer_list) > 0) th> 14:57:16 Error Undefined variable in expression: _loot 14:57:16 File mpmissions\__cur_mp.Chernarus\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 155 14:57:16 Error in expression <d", "repairkit", true]; }; fn_LSgetBuildingstospawnLoot // Lootspawner spawn script // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //local to Server Var. "BuildingLoot" array of [state, time], placed on buildings that can spawn loot // state: 0-not assigned, 1-has loot, 2-currently in use/blockaded // time : timestamp of last spawn // //local to Server Var. "Lootready" time, placed on generated lootobject, needed for removing old loot // time: timestamp of spawn, object is ready for use by player and loot deleter //------------------------------------------------------------------------------------- private["_begintime","_BaP_list","_spInterval","_chfullfuel","_chpSpot","_genZadjust","_BaPname","_lootClass","_buildPosViable_list","_buildPosZadj_list","_lBuildVar","_posviablecount","_spwnPos","_lootspawned","_randChance","_lootholder","_selecteditem","_loot","_chfullf","_idx_sBlist","_chperSpot","_tmpPos"]; //BaP - Buildings around Player _BaP_list = _this select 0; _spInterval = _this select 1; _chfullfuel = _this select 2; _genZadjust = _this select 3; _chpSpot = _this select 4; _begintime = time; { _BaPname = ""; _lootClass = 0; _buildPosViable_list = []; _buildPosZadj_list = []; _lBuildVar = (_x getVariable ["BuildingLoot", [0, 0]]); //diag_log format["-- LOOTSPAWNER DEBUG BaP _lBuildVar: v%1v v%2v --", _lBuildVar ,_x]; if ((_lBuildVar select 0) < 2) then { //flag immediately as in use _x setVariable ["BuildingLoot", [2, (_lBuildVar select 1)]]; if (((_lBuildVar select 1) == 0) || ((time - (_lBuildVar select 1)) > _spInterval)) then { //get building class _BaPname = typeOf _x; //here an other _x { //if junction found, get lists and -> exit forEach if (_BaPname == (_x select 0)) exitWith { _lootClass = (_x select 1); //get viable positions Idx _buildPosViable_list set [count _buildPosViable_list, ((Buildingpositions_list select _forEachIndex) select 1)]; if (swSpZadjust) then { //get position adjustments _buildPosZadj_list set [count _buildPosZadj_list, ((Buildingpositions_list select _forEachIndex) select 2)]; }; }; sleep 0.001; }forEach Buildingstoloot_list; //diag_log format["-- LOOTSPAWNER DEBUG BaP: v%1v%2v :: v%3v :: v%4v --", _BaPname, _lootClass, _buildPosViable_list, _buildPosZadj_list]; //get spawn position, here the former _x _posviablecount = 0; for "_poscount" from 0 to 100 do { //check if position is viable if (_poscount == ((_buildPosViable_list select 0) select _posviablecount)) then { _posviablecount = _posviablecount +1; //consider chance per Slot if ((floor random 100) < _chpSpot) then { _spwnPos = (_x buildingPos _poscount); _tmpPos = [(_spwnPos select 0), (_spwnPos select 1), 60000]; if ((_spwnPos select 0) == 0 && (_spwnPos select 1) == 0) then { _spwnPos = getPosATL _x; _tmpPos = [(_spwnPos select 0), (_spwnPos select 1), 60000]; }; if (swSpZadjust) then { _spwnPos = [_spwnPos select 0, _spwnPos select 1, (_spwnPos select 2) + ((_buildPosZadj_list select 0) select _poscount)]; }; //generally add 0.1 on z _spwnPos = [_spwnPos select 0, _spwnPos select 1, (_spwnPos select 2) + _genZadjust]; //check if position has old loot if ((count (nearestObjects [_spwnPos, LSusedclass_list, 0.5])) == 0) then { sleep 0.001; //check what type of loot to spawn _lootspawned = false; for "_lootType" from 1 to 5 do { //get chance for loot every time, so all combos in spawnClassChance_list are viable _randChance = floor(random(100)); if (((spawnClassChance_list select _lootClass) select _lootType) > _randChance) then { _lootspawned = true; //special for weapons if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; //special for magazines: spawn 1-6 if(_lootType == 2) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _randChance = 1 + floor(random(5)); for "_rm" from 0 to _randChance do { _selecteditem = (floor(random(count((lootMagazine_list select _lootClass) select 1)))); _loot = (((lootMagazine_list select _lootClass) select 1) select _selecteditem); _lootholder addMagazineCargoGlobal [_loot, 1]; }; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; //special for item/cloth/vests if(_lootType == 3) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootItem_list select _lootClass) select 1)))); _loot = (((lootItem_list select _lootClass) select 1) select _selecteditem); _lootholder addItemCargoGlobal [_loot, 1]; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; //special for backpacks if(_lootType == 4) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootBackpack_list select _lootClass) select 1)))); _loot = (((lootBackpack_list select _lootClass) select 1) select _selecteditem); _lootholder addBackpackCargoGlobal [_loot, 1]; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; //special for world objects: account for Wasteland and other items if(_lootType == 5) exitWith { _selecteditem = (floor(random(count((lootworldObject_list select _lootClass) select 1)))); _loot = (((lootworldObject_list select _lootClass) select 1) select _selecteditem); _lootholder = createVehicle [_loot, _tmpPos, [], 0, "CAN_COLLIDE"]; if(_loot == "Land_CanisterFuel_F") then { _chfullf = (random 100); if (_chfullfuel > _chfullf) then { _lootholder setVariable["mf_item_id", "jerrycanfull", true]; } else { _lootholder setVariable["mf_item_id", "jerrycanempty", true]; }; }; if(_loot == "Land_CanisterOil_F") then { _lootholder setVariable["mf_item_id", "syphonhose", true]; }; if(_loot == "Land_Can_V3_F") then { _lootholder setVariable["mf_item_id", "energydrink", true]; }; if(_loot == "Land_Basket_F") then { _lootholder setVariable["mf_item_id", "cannedfood", true]; }; if(_loot == "Land_CanisterPlastic_F") then { _lootholder setVariable["mf_item_id", "water", true]; }; if(_loot == "Land_Suitcase_F") then { _lootholder setVariable["mf_item_id", "repairkit", true]; }; //if container clear its cargo if (({_x == _loot} count exclcontainer_list) > 0) then { clearWeaponCargoGlobal _lootholder; clearMagazineCargoGlobal _lootholder; clearBackpackCargoGlobal _lootholder; clearItemCargoGlobal _lootholder; }; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; }; }; //1 category loot only per place so -> exit For //no lootpiling if (_lootspawned) exitWith { _lootholder setVariable ["Lootready", time]; }; }; }; }; }; //if all viable positions run through -> exit For if (_posviablecount == (count (_buildPosViable_list select 0))) exitWith {}; }; //release building with new timestamp _x setVariable ["BuildingLoot", [1, time]]; } else { //release building with old timestamp _x setVariable ["BuildingLoot", [1, (_lBuildVar select 1)]]; }; }; sleep 0.001; }forEach _BaP_list; //diag_log format["-- LOOTSPAWNER DEBUG BaP: %1 buildings ready, needed %2s, EXIT now --", (count _BaP_list), (time - _begintime)]; Link to comment Share on other sites More sharing options...
Lost_Noob Posted January 17, 2015 Report Share Posted January 17, 2015 You don't need the @MAS folder. Just copy the files into your pbo, and the necessary lines to your init.sqf, and update the BE filters or loot lists to allow everything to spawn that you want without players getting kicked. Thanks Vake, I have tried it but nothing seems to spawn and no reports of an issue in the logs... Anyone have an idea? Link to comment Share on other sites More sharing options...
celticwarrior06 Posted January 17, 2015 Report Share Posted January 17, 2015 Thanks Vake, I have tried it but nothing seems to spawn and no reports of an issue in the logs... Anyone have an idea? when I put in the script I could not see any loot as a admin but when I was spectating other normal players they were finding loot every were.as long as your rpt is fine I would keep watching for a bit Link to comment Share on other sites More sharing options...
Metalfoundry Posted January 17, 2015 Report Share Posted January 17, 2015 Do the players need the MAS addon installed to use this? Link to comment Share on other sites More sharing options...
Ree Posted January 17, 2015 Report Share Posted January 17, 2015 Do the players need the MAS addon installed to use this? FIXED: No you don't need MAS addon to install LootSpawner As long as the add on isn't called through a command line change and you only spawn epoch weapons, the players don't need anything extra.\ Link to comment Share on other sites More sharing options...
Lost_Noob Posted January 17, 2015 Report Share Posted January 17, 2015 when I put in the script I could not see any loot as a admin but when I was spectating other normal players they were finding loot every were.as long as your rpt is fine I would keep watching for a bit Normal users are reporting that there is no loot, and don't see anything in the rpt. Have had to remove it as players are complaining - no surprise there! Have to come back to it at a later date and see if its something I have done or if anyone else finds a similar issue and a fix. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 17, 2015 Report Share Posted January 17, 2015 As long as the add on isn't called through a command line change and you only spawn epoch weapons, the players don't need anything extra. Link to comment Share on other sites More sharing options...
Ree Posted January 17, 2015 Report Share Posted January 17, 2015 As long as the add on isn't called through a command line change and you only spawn epoch weapons, the players don't need anything extra. Ya that was my bad i didnt think when i was reading what they said i thought they where asking if the server had MAS would players need it to was a Derp on my part lol Link to comment Share on other sites More sharing options...
Humpabry Posted January 17, 2015 Report Share Posted January 17, 2015 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 :) Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 18, 2015 Report Share Posted January 18, 2015 I need some help here as my head is melting, When a server has l MAS Weapons l listed as one of its mods in the Launcher, is that what we are doing here? and do we need @MAS in the server or Launcher? I'm getting confused with the Armaholics MAS Weapons download and what this is Feels like Deluxe have a complete room painting system with every attachment and this is a paintbrush and pot of paint with the same name. something in my head is saying this is not the same thing?? Link to comment Share on other sites More sharing options...
Humpabry Posted January 18, 2015 Report Share Posted January 18, 2015 @mas folder in your arma 3 (same folder as @epoch @epochhive) add @mas to your launch parameters in server make sure all players who join have it too or they will see people holding invisible guns Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 18, 2015 Report Share Posted January 18, 2015 @mas folder in your arma 3 (same folder as @epoch @epochhive) add @mas to your launch parameters in server make sure all players who join have it too or they will see people holding invisible guns but there is no mention of making an @mas folder in the server in the original post? the MAS Weapons script is 500-700Mb this is KB's why are they both under @mas is one cut down? Link to comment Share on other sites More sharing options...
Humpabry Posted January 18, 2015 Report Share Posted January 18, 2015 download it and extract it..then drop that into your server foler where @epoch @epochhive is and add to launch parameters and it will run fine..thats the way to do it...have it running my self Make sure you install @MAS addon to your server, and to your ARMA 3 directory http://www.armaholic...ge.php?id=21912 Add @MAS to your launch parameters for your server. he tells ya wat to do there Link to comment Share on other sites More sharing options...
Ree Posted January 18, 2015 Report Share Posted January 18, 2015 There is a new VER of MAS out that is 1.5 the old one is 1.4 they both share the same name and folder for servers Download the NEWEST one 1.5 and put it in @mas folder and put the right key in the Keys folder. Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 18, 2015 Report Share Posted January 18, 2015 I really do hate a lack of instructions when these things are made. when I write instructions I give a full breakdown of exactly what you will see and what to do because not everyone knows what to do. the instructions in that 1.5 download basically say this.... --------------------------------------------------------------------------- Installation. --------------------------------------------------------------------------- Put the addon in "mod folder" of your preference and load it trough steam app properties. In Editor you'll find: If you were building a bed it would be the same as this.... "some screws are there, wood needs to be on the floor, sides go somewhere, springs are included put them where you like", I cant be the only one who downloads a new mod and then proceeds to throw coffee at the wall through blind rage of not knowing what people mean? :D Link to comment Share on other sites More sharing options...
Metalfoundry Posted January 18, 2015 Report Share Posted January 18, 2015 Is it possible for players without the mas addon to play on the server, if this mas addon is installed? only the weapons are invisible? Or does the server kick the players while connecting? Link to comment Share on other sites More sharing options...
Humpabry Posted January 18, 2015 Report Share Posted January 18, 2015 ya they can play but wont see the weapons Link to comment Share on other sites More sharing options...
pr0dukt Posted January 18, 2015 Report Share Posted January 18, 2015 Anyone able to get @mas weapon pricing configured to actually work yet? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted January 18, 2015 Report Share Posted January 18, 2015 @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? Link to comment Share on other sites More sharing options...
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