Liqu1dShadow Posted March 7, 2015 Report Share Posted March 7, 2015 Thank you Link to comment Share on other sites More sharing options...
scheveO Posted March 10, 2015 Report Share Posted March 10, 2015 hey suppe. could you meby help us with inplenting this script. i have try many times to change bit or reduce the some loot spawns. like rock granades and stuf like that. it results now in that there is barly nothing spawning any more or its like 10 guns in every building. we arrent that skillet in that coding yet. already thnx Link to comment Share on other sites More sharing options...
Suppe Posted March 10, 2015 Author Report Share Posted March 10, 2015 you just need the shotlist.sqf and the lootspawner.sqf example shotlist: // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //-------------------------------------------------------------------------------------//here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon class names lootWeapon_list = [ [ 0, [ // CIVIL etc, etc, etc // check the commas ! ]],[ 1, [ // MILITARY etc, etc, etc // check the commas ! ]],[ 2, [ // Industrial etc, etc, etc // check the commas ! ]],[ 3, [ // RESEARCH etc, etc, etc // check the commas ! ]]]; //-------------------------------------------------------------------------------------//here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine class names lootMagazine_list = [ [ 0, [ // CIVIL ]],[ 1, [ // MILITARY ]],[ 2, [ // INDUSTRIAL ]],[ 3, [ // RESEARCH ]]]; //-------------------------------------------------------------------------------------//here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item class names lootItem_list = [ [ 0, [ // CIVIL"FoodBioMeat", "FoodMeeps", "FoodSnooter", "FoodWalkNSons", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "honey_epoch", "ItemSeaBass", "WhiskeyNoodle", "ItemSodaOrangeSherbet", "ItemSodaPurple", "ItemSodaMocha", "ItemSodaBurst", "ItemSodaRbull", "Pelt_EPOCH", "jerrycan_epoch", "FAK", "Binocular", "EpochRadio0", "EpochRadio0", "U_C_Poor_1", "U_OrestesBody", "U_C_Poloshirt_redwhite", "U_C_Poor_1", "U_C_Poloshirt_blue", "V_6_EPOCH", "V_9_EPOCH", "V_12_EPOCH", "V_15_EPOCH" ]],[ 1, [ // MILITARY "CircuitParts", "ItemScraps", "ItemGPS", "Rangefinder", "optic_SOS", "optic_DMS", "optic_LRPS", "ItemCompass", "VehicleRepair", "U_OrestesBody", "V_18_EPOCH", "V_21_EPOCH", "V_24_EPOCH", "V_27_EPOCH", "V_30_EPOCH", "honey_epoch", "ItemSeaBass", "WhiskeyNoodle", "FAK" ]],[ 2, [ // INDUSTRIAL "CinderBlocks", "CinderBlocks", "ItemCorrugated", "MortarBucket" ]],[ 3, [ // RESEARCH ]]]; //------------------------------------------------------------------------------------- //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack class names lootBackpack_list = [ [ 0, [ // CIVIL "B_AssaultPack_cbr", "B_AssaultPack_dgtl", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg" ]],[ 1, [ // MILITARY "B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_ocamo", "B_Carryall_oli", "B_Carryall_oucamo", "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_ocamo", "B_FieldPack_oli", "B_FieldPack_oucamo" ]],[ 2, [ // INDUSTRIAL "B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr", "smallbackpack_red_epoch", "smallbackpack_green_epoch", "smallbackpack_teal_epoch", "smallbackpack_pink_epoch" ]],[ 3, [ // RESEARCH ]]]; //------------------------------------------------------------------------------------- //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject class names lootworldObject_list = [ [ 0, [ // CIVIL ]],[ 1, [ // MILITARY ]],[ 2, [ // INDUSTRIAL // place nothing here !!!!! ]],[ 3, [ // RESEARCH ]]]; ... look at the commas ! the last one every time without comma ! the rest is there: weapon to weapon, magazine to magazine..... is always there. example lootspaner.sqf: in the lootspawner.sqf is only importend: //"spawnClassChance_list" array of [class, %weapon, %magazine, %ICV, %backpack, %object] // class : same classname as used in "Buildingstoloot_list" // %weapon : % chance to spawn a weapon on spot // %magazine : % chance to spawn magazines on spot // %ICV : % chance to spawn item/cloth/vests on spot // %backpack : % chance to spawn a backpack on spot // %object : % chance to spawn an world object on spot //-------------- A VALUE OF '-1' RESULTS IN NO LOOT FOR THIS CLASS AND TYPE ---------------- spawnClassChance_list = [ [0, 4, 6, 25, 9, 7], // civil [1, -1, -1, 20, 9, 7], // military [2, 4, 6, 15, 9, 7], // industrial [3, -1, -1, -1, -1, -1] // research ]; I marked it for you, more can not explain this..... check the commas ! 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Ace22 Posted March 11, 2015 Report Share Posted March 11, 2015 Are there any performance gains/losses going this route vs. locating the files in the mission pbo? Does loot spawn in faster/slower - Is there any noticeable difference in performance?? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 11, 2015 Report Share Posted March 11, 2015 No noticeable difference in performance. Link to comment Share on other sites More sharing options...
Suppe Posted March 11, 2015 Author Report Share Posted March 11, 2015 Hi, yep, Darth is right, No noticeable difference in performance.... the lootspawner is good :D spawns only loot if a player is near and delete loot if a player leave a area.... Link to comment Share on other sites More sharing options...
bruiser Posted March 11, 2015 Report Share Posted March 11, 2015 is there a way to sell to the venders all this new loot that we have implemented? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted March 11, 2015 Report Share Posted March 11, 2015 Not yet. With the upcoming version 0.3.0.1 we will be able to edit trader items and prices, so then you can add all the items and vehicles you want. ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Dobrowney Posted March 11, 2015 Report Share Posted March 11, 2015 the lootspawner is not more in your epoch.mission.... I have only packed the Lootspawner in a beautiful autostart addon. Very good, because now lazy people can no longer view or steal your settings. for example... 90 % of the bornholm server use my lootspawner settings (files are marked and with header from me and in 90 % of the bornholm server u will found m< "edit by Suppe") so it is antithief ! in "@epochhive\addons\" it is safe :D ?? This is public code. No one is stealing anything. If they wish to take it from your mission file and use it in their own server they can. Also as you doing this in the PBO you need to give credit do the dudes that made the script .. Not just in this post or in your gitgub readme. Also using [] execVM "loot_addon\LSpawner\init.sqf"; to start the script is a poor way to start it and can use up more cpu power then needed. Use this call compile preprocessFileLineNumbers to start the script not execVM Link to comment Share on other sites More sharing options...
Suppe Posted March 12, 2015 Author Report Share Posted March 12, 2015 ?? This is public code. No one is stealing anything. If they wish to take it from your mission file and use it in their own server they can. Also as you doing this in the PBO you need to give credit do the dudes that made the script .. Not just in this post or in your gitgub readme. Also using [] execVM "loot_addon\LSpawner\init.sqf"; to start the script is a poor way to start it and can use up more cpu power then needed. Use this call compile preprocessFileLineNumbers to start the script not execVM ??? I hope you can read. about stealing: read all !!! not the script, the settings::: Very good, because now lazy people can no longer view or steal your settings. for example... 90 % of the bornholm server use my lootspawner settings (files are marked and with header from me and in 90 % of the bornholm server u will found m< "edit by Suppe") so it is antithief ! where this is not stealing? if people too lazy or stupid it is to set yourself ? then they steal it ! ok, with the call compile preprocessFileLineNumbers to start the script not execVM, u are right, but you can also write friendly!... show me a pbo here in the forum where the licenses are in there ! for what ? if u download it, the licenses are in there ! perfectly adequate ! So please next time write simple friendly and read all ! this is a forum, so you can help people, but your post helps nobody ! I was even a how to configure create, to help more people..... but you still have fun, little gargamel :D Greetz Suppe Link to comment Share on other sites More sharing options...
Suppe Posted March 12, 2015 Author Report Share Posted March 12, 2015 is there a way to sell to the venders all this new loot that we have implemented? use only epoch items, u can sell this all to the trader.... no problem :D list is in my main post (everything in this list you can normaly sell to the traders) .... or use my shotlist, there are only epoch items in it, add the epoch weapons if u want and ready :D Link to comment Share on other sites More sharing options...
scheveO Posted March 14, 2015 Report Share Posted March 14, 2015 is it posible to add another list. like you add explosives in the list? so it whil be some like this. //"spawnClassChance_list" array of [class, %weapon, %magazine, %ICV, %backpack, %object] // class : same classname as used in "Buildingstoloot_list" // %weapon : % chance to spawn a weapon on spot // %magazine : % chance to spawn magazines on spot // %ICV : % chance to spawn item/cloth/vests on spot // %backpack : % chance to spawn a backpack on spot // %object : % chance to spawn an world object on spot // %explosives : % chance to spawn an world object on spot //-------------- A VALUE OF '-1' RESULTS IN NO LOOT FOR THIS CLASS AND TYPE ---------------- spawnClassChance_list = [ [0, 13, 21, 24, 18, 22, 29], // civil [1, 22, 36, 28, 26, 18, 29], // military [2, 10, 21, 28, 26, 36, 29], // industrial [3, 12, 36, 36, -1, -1, 29] // research ]; Link to comment Share on other sites More sharing options...
Suppe Posted March 14, 2015 Author Report Share Posted March 14, 2015 hey, you want a lot of explosives or not so much ? there are different ways to get this easyier in.... Link to comment Share on other sites More sharing options...
scheveO Posted March 14, 2015 Report Share Posted March 14, 2015 i want to seperate some parts of loots. like i want that settle charges spawn realy realy rare and like grenades bit more common. and like sniper rifles whil spawn realy rare in civil buildings and some rifles bit more common and some just common. i thought to add more seperate lists but it figures already bit out it whas only spawning grenades and settlecharges hehe. Link to comment Share on other sites More sharing options...
Suppe Posted March 14, 2015 Author Report Share Posted March 14, 2015 then post please your: Lootspawner.sqf, LSlootBuildings.sqf and LSlootLists.sqf but in a spoiler please. lets me have a look... there are so many ways to do it... i show you if you post your stuff Link to comment Share on other sites More sharing options...
scheveO Posted March 15, 2015 Report Share Posted March 15, 2015 hallo suppe. already thnx alot for helping. and sorry that i might be a big idiot in this. i have quick remake for what i whas trying to do. hope you can see bit on what i whas trying to do. in this case it whas spawning some times 4 sattle charges on 1 spot or 3 granades and a settlecharge. and for what i want for example i want have at max 1 sattlecharge on a change of 1% for the assignet building type. and now it whas spawning more of sattle charges and grenades than weapons. lootspawner // Lootspawner setup and control script // Author: Na_Palm (BIS forums) // credit to: Ed! (404Forums) and [GoT] JoSchaap (GoT2DayZ.nl) for initial script //------------------------------------------------------------------------------------- if (!isServer) exitwith {}; private["_buildingname","_chfullfuel","_chperSpot","_class","_dbgloopTime","_dbgloopTimeplU","_dbgTime","_dbgTurns","_dbgTurnsplU","_endloop","_genZadjust","_hndl","_item","_nearLootdist","_pos","_posAdjustZ","_posAdjustZlist","_poscount","_posIdxlist","_posnew","_posOrg","_posViable","_randomweapontestint","_spawnradius","_spInterval","_testpos","_tmpBuild","_tmpPoslist","_tmpTstPlace","_z"]; //------------------------------------------------------------------------------------- //Switch swDebugLS = false; //Debug messages on/off swSpZadjust = false; //needed for ArmA 2 and older Maps/Buildings -> true //------------------------------------------------------------------------------------- //Variables //local _spawnradius = 150; //Radius (in meter) around players to spawn loot _spInterval = 1800; //Time (in sec.) to pass before an building spawns new loot _chfullfuel = 35; //Chance (in %) of a spawned fuelcan to be full instead of empty _genZadjust = -0.1; //High adjustment (in engine units) thats generally added to every spawnpoint _tmpTstPlace = [14730, 16276, -0.01]; //Coord's, in [x,y,z] of a preferably flat and unocupied piece of land _chperSpot = 100; //Chance (in %) if a spot gets loot. Will be considered before 'spawnClassChance_list' //"spawnClassChance_list" array of [class, %weapon, %magazine, %ICV, %backpack, %object] // class : same classname as used in "Buildingstoloot_list" // %weapon : % chance to spawn a weapon on spot // %magazine : % chance to spawn magazines on spot // %ICV : % chance to spawn item/cloth/vests on spot // %backpack : % chance to spawn a backpack on spot // %object : % chance to spawn an world object on spot //-------------- A VALUE OF '-1' RESULTS IN NO LOOT FOR THIS CLASS AND TYPE ---------------- spawnClassChance_list = [ [0, 13, 21, 24, 18, 22, 5], // civil [1, 22, 36, 28, 26, 18, 1], // military [2, 10, 21, 28, 26, 36, 1], // industrial [3, 12, 36, 36, -1, -1, 5] // research ]; //"exclcontainer_list" single array of container classnames to NOT to delete if filled exclcontainer_list = [ "Box_East_Ammo_F", "Box_East_AmmoOrd_F", "Box_East_AmmoVeh_F", "Box_East_Grenades_F", "Box_East_Support_F", "Box_East_Wps_F", "Box_East_WpsLaunch_F", "Box_East_WpsSpecial_F", "Box_IND_Ammo_F", "Box_IND_AmmoOrd_F", "Box_IND_AmmoVeh_F", "Box_IND_Grenades_F", "Box_IND_Support_F", "Box_IND_Wps_F", "Box_IND_WpsLaunch_F", "Box_IND_WpsSpecial_F", "Box_NATO_Ammo_F", "Box_NATO_AmmoOrd_F", "Box_NATO_AmmoVeh_F", "Box_NATO_Grenades_F", "Box_NATO_Support_F", "Box_NATO_Wps_F", "Box_NATO_WpsLaunch_F", "Box_NATO_WpsSpecial_F" ]; //------------------------------------------------------------------------------------- //DONT change these, will be filled in MAIN ------------------------------------------- spawnBuilding_list = []; Buildingpositions_list = []; LSusedclass_list = ["GroundWeaponHolder"]; //DONT change these, will be filled in MAIN ------------------------------------------- //------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------- //Buildings that can spawn loot go in this list #include "LSlootBuildings.sqf" //Loot goes in these lists #include "LSlootLists.sqf" //------------------------------------------------------------------------------------- //function only runs once on beginning of mission, not really needs a compile //fill spawnBuilding_list with buildingnames only getListBuildingnames = { { spawnBuilding_list set [count spawnBuilding_list, (_x select 0)]; //diag_log format["-- LOOTSPAWNER DEBUG add to spawnBuilding_list: %1 ", (_x select 0)]; }forEach Buildingstoloot_list; }; //------------------------------------------------------------------------------------- //function only runs once on beginning of mission, not really needs a compile //get list of all Lootspawner generatable 'Worldobjects' getUsedclasses = { for "_class" from 0 to ((count lootworldObject_list) - 1) do { for "_item" from 0 to ((count ((lootworldObject_list select _class) select 1)) - 1) do { if !((((lootworldObject_list select _class) select 1) select _item) in LSusedclass_list) then { LSusedclass_list set [count LSusedclass_list, (((lootworldObject_list select _class) select 1) select _item)]; }; sleep 0.001; }; sleep 0.001; }; }; //------------------------------------------------------------------------------------- //function only runs once on beginning of mission, not really needs a compile //fill Buildingpositions_list with [_buildingname, [_posIdxlist], [_posAdjustZlist]] getListBuildingPositionjunction = { _tmpTstPlace = _this select 0; _randomweapontestint = 0.01; //Sets the highintervals in which weaponpositions are tested. (Lower = slower, but more accurate. Higher = faster, but less accurate.) _nearLootdist = 0.5; { _buildingname = _x; _tmpBuild = _buildingname createVehicleLocal _tmpTstPlace; //check if the creation was successful if (isNil {_tmpBuild}) then { diag_log format["--!!ERROR!! LOOTSPAWNER in Buildingstoloot_list: %1 no viable object !!ERROR!!--", _buildingname]; } else { //get spawnpositions from building _poscount = 0; _posAdjustZlist = []; _posIdxlist = []; _tmpPoslist = []; _endloop = false; while {!_endloop} do { if((((_tmpBuild buildingPos _poscount) select 0) != 0) && (((_tmpBuild buildingPos _poscount) select 1) != 0)) then { //counter loot piling _pos = _tmpBuild buildingPos _poscount; _posOrg = _pos; _posViable = false; if (_poscount != 0) then { { if ((_pos distance _x) > _nearLootdist) exitWith { _posViable = true; }; }forEach _tmpPoslist; } else { _posViable = true; }; _tmpPoslist set [count _tmpPoslist, _pos]; //get Z adjustment for position if (_posViable) then { _posIdxlist set [count _posIdxlist, _poscount]; _posAdjustZ = 0; if (swSpZadjust) then { if(_pos select 2 < 0) then { _pos = [_pos select 0, _pos select 1, 1]; }; _z = 0; _posnew = _pos; _testpos = true; while {_testpos} do { if((!lineIntersects[ATLtoASL(_pos), ATLtoASL([_pos select 0, _pos select 1, (_pos select 2) - (_randomweapontestint * _z)])]) && (!terrainIntersect[(_pos), ([_pos select 0, _pos select 1, (_pos select 2) - (_randomweapontestint * _z)])]) && (_pos select 2 > 0)) then { _posnew = [_pos select 0, _pos select 1, (_pos select 2) - (_randomweapontestint * _z)]; _z = _z + 1; } else { _testpos = false; }; }; _posnew = [_posnew select 0, _posnew select 1, (_posnew select 2) + 0.05]; _posAdjustZ = (_posOrg select 2) - (_posnew select 2); // diag_log format["-- LOOTSPAWNER DEBUG adjusted %1 times", _z]; _posAdjustZlist set [count _posAdjustZlist, _posAdjustZ]; } else { _posAdjustZlist set [count _posAdjustZlist, _posAdjustZ]; }; }; _poscount = _poscount + 1; } else { _endloop = true; }; }; //save final position Index & adjustments to list if (_poscount != 0) then { //diag_log format["-- LOOTSPAWNER DEBUG add to Buildingpositions_list: v%1v v%2v v%3v added", _buildingname, _posIdxlist, _posAdjustZlist]; Buildingpositions_list set [count Buildingpositions_list, [_buildingname, _posIdxlist, _posAdjustZlist]]; } else { diag_log format["-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: %1 has no building positions --", _buildingname]; Buildingpositions_list set [count Buildingpositions_list, [_buildingname, [0], [0]]]; }; }; deleteVehicle _tmpBuild; }forEach spawnBuilding_list; }; //------------------------------------------------------------------------------------- // MAIN //------------------------------------------------------------------------------------- diag_log format["-- LOOTSPAWNER initialise ------------------------"]; if ((count Buildingstoloot_list) == 0) then { diag_log format["--!!ERROR!! LOOTSPAWNER Buildingstoloot_list in lootBuildings.sqf MUST have one entry at least !!ERROR!!--"]; diag_log format["-- LOOTSPAWNER disabled --"]; } else { _dbgTime = time; _hndl = [] spawn getListBuildingnames; waitUntil{scriptDone _hndl}; diag_log format["-- LOOTSPAWNER spawnBuilding_list ready, d: %1s", (time - _dbgTime)]; _dbgTime = time; _hndl = [_tmpTstPlace] spawn getListBuildingPositionjunction; waitUntil{scriptDone _hndl}; diag_log format["-- LOOTSPAWNER Buildingpositions_list ready, d: %1s", (time - _dbgTime)]; _dbgTime = time; _hndl = [] spawn getUsedclasses; waitUntil{scriptDone _hndl}; diag_log format["-- LOOTSPAWNER LSusedclass_list ready, d: %1s", (time - _dbgTime)]; //run loot deleter continously null = _spInterval spawn LSdeleter; diag_log format["-- LOOTSPAWNER LSDer started..."]; if (swDebugLS) then { dbgTime = time; dbgTurns = 0; dbgTurnsplU = 0; dbgloopTime = 0; dbgloopTimeplU = 0; }; diag_log format["-- LOOTSPAWNER ready and waiting for players -----"]; //go into mainloop till mission ends while {true} do { _playersalive = false; { if (swDebugLS) then { dbgTimeplU = time; }; //is Player online and alive? if ((isPlayer _x) && (alive _x)) then { _playersalive = true; //jogging has 4.16..., sprinting has 5.5... so if player velocity is < 6 spawn loot //works for players in vehicles too if (((velocity _x) distance [0,0,0]) < 6) then { //if ((vehicle _x isKindOf "Land") || (vehicle _x isKindOf "Ship")) then { _posPlayer = getPos _x; //get list of viable buildings around player _BaP_list = nearestObjects [_posPlayer, spawnBuilding_list, _spawnradius]; if ((count _BaP_list) > 0) then { //give to spawn function _hndl = [_BaP_list, _spInterval, _chfullfuel, _genZadjust, _chperSpot] spawn fn_getBuildingstospawnLoot; waitUntil{scriptDone _hndl}; }; }; }; sleep 0.001; if (swDebugLS) then { dbgloopTimeplU = dbgloopTimeplU + (time - dbgTimeplU); dbgTurnsplU = dbgTurnsplU + 1; }; }forEach playableUnits; if (swDebugLS) then { dbgloopTime = dbgloopTime + dbgloopTimeplU; dbgloopTimeplU = 0; dbgTurns = dbgTurns + 1; //every 30 sec. give stats out if ((time - dbgTime) > 30) then { if (dbgTurnsplU > 0) then { diag_log format["-- DEBUG LOOTSPAWNER MAIN turns (spawned): %1(%2), duration: %3sec, average: %4sec.",dbgTurns ,dbgTurnsplU , dbgloopTime, (dbgloopTime / dbgTurnsplU)]; } else { diag_log format["-- DEBUG LOOTSPAWNER MAIN waiting for players"]; }; dbgTime = time; dbgTurns = 0; dbgTurnsplU = 0; dbgloopTime = 0; }; }; //if no players online wait a bit if (!_playersalive) then { sleep 2; }; }; }; lslootlist // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon class names //-1-hand guns lootWeapon_list = [ [ 0, [ // CIVIL "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F" ]],[ 1, [ // MILITARY "hgun_ACPC2_snds_F", "hgun_P07_snds_F", "hgun_PDW2000_F", "hgun_Rook40_snds_F" ]],[ 2, [ // INDUSTRIAL ]],[ 3, [ // RESEARCH ]]]; //-2-rifles lootWeapon_list = [ [ 0, [ // CIVIL "arifle_MK20C_F", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm //"arifle_SDAR_F", ]],[ 1, [ // MILITARY "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", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 2, [ // INDUSTRIAL "arifle_Katiba_C_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 3, [ // RESEARCH "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_GL_F" ]]]; //-3-snipers lootWeapon_list = [ [ 0, [ // CIVIL "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", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F" //"arifle_SDAR_F", ]],[ 1, [ // MILITARY "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL ]],[ 3, [ // RESEARCH "srifle_GM6_F", "srifle_LRR_F" ]]]; //-4-ammo lootMagazine_list = [ [ 0, [ // CIVIL "16Rnd_9x21_Mag", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag" ]],[ 1, [ // MILITARY "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "3Rnd_HE_Grenade_shell", "3Rnd_SmokeBlue_Grenade_shell", "3Rnd_SmokeGreen_Grenade_shell", "3Rnd_SmokeOrange_Grenade_shell", "3Rnd_SmokePurple_Grenade_shell", "3Rnd_SmokeRed_Grenade_shell", "3Rnd_SmokeYellow_Grenade_shell", "3Rnd_Smoke_Grenade_shell", "5Rnd_127x108_Mag", "7Rnd_408_Mag", "9Rnd_45ACP_Mag" ]],[ 2, [ // INDUSTRIAL "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag" ]],[ 3, [ // RESEARCH "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green", "5Rnd_127x108_Mag", "7Rnd_408_Mag" ]]]; //-5-chemlights lootMagazine_list = [ [ 0, [ // CIVIL "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 1, [ // MILITARY "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 2, [ // INDUSTRIAL "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 3, [ // RESEARCH "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]]]; //-6-explosives lootMagazine_list = [ [ 0, [ // CIVIL "HandGrenade" ]],[ 1, [ // MILITARY "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ATMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "NLAW_F" ]],[ 2, [ // INDUSTRIAL "APERSBoundingMine_Range_Mag", "APERSMine_Range_Mag", "APERSTripMine_Wire_Mag", "ATMine_Range_Mag", "SatchelCharge_Remote_Mag" ]],[ 3, [ // RESEARCH "SatchelCharge_Remote_Mag" ]]]; lslootbuildings // Lootspawner junction list for buildings to classes // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //"Buildingstoloot_list" array of [buildingname, class] // buildingname: building class name (in editor debug console use "typeof BIS_fnc_camera_target" // to monitor and then copy/paste or any other method you know...) // class: 0-civil, 1-military, ... (add more as you wish) // //!!!EVERY building must have only ONE entry here AND been in ONE class!!! //------------------------------------------------------------------------------------- Buildingstoloot_list = [ //["Land_Addon_01_V1_dam_F", 0], //not viable //["Land_Airport_center_F", 0], //no positions //["Land_cargo_addon01_V1_F", 0], //no positions //["Land_cargo_addon01_V2_F", 0], //no positions //["Land_cargo_addon02_V2_F", 0], //no positions //["Land_Castle_01_tower_F", 0], //no positions //["Land_Communication_anchor_F", 0], //no positions //["Land_Communication_F", 0], //no positions //["Land_dp_smallFactory_F", 0], //no positions //["Land_dp_smallTank_F", 0], //no positions //["Land_Factory_Hopper_F", 0], //no positions //["Land_Garage_V1_dam_F", 0], //not viable //["Land_ReservoirTank_Airport_F", 0], //no positions //["Land_ReservoirTower_F", 2], //no positions //["Land_Shed_Big_F", 0], //no positions //["Land_Shed_Small_F", 0], //no positions //["Land_TBox_F", 0], //no positions //["Land_TTowerBig_1_F", 2], //no positions //["Land_TTowerBig_2_F", 2], //no positions ["Land_Airport_left_F", 0], ["Land_Airport_right_F", 0], ["Land_Airport_Tower_dam_F", 2], ["Land_Airport_Tower_F", 2], ["Land_cargo_house_slum_F", 0], ["Land_Cargo_House_V1_F", 1], ["Land_Cargo_House_V2_F", 1], ["Land_Cargo_House_V3_F", 1], ["Land_Cargo_HQ_V1_F", 1], ["Land_Cargo_HQ_V2_F", 1], ["Land_Cargo_HQ_V3_F", 1], ["Land_Cargo_Patrol_V1_F", 1], ["Land_Cargo_Patrol_V2_F", 1], ["Land_Cargo_Patrol_V3_F", 1], ["Land_Cargo_Tower_V1_F", 1], ["Land_Cargo_Tower_V3_F", 1], ["Land_CarService_F", 2], ["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", 0], ["Land_dp_bigTank_F", 2], ["Land_dp_mainFactory_F", 2], ["Land_d_Stone_Shed_V1_F", 0], ["Land_d_Windmill01_F", 0], ["Land_FuelStation_Build_F", 0], ["Land_FuelStation_Shed_F", 0], ["Land_Hangar_F", 2], ["Land_Hospital_main_F", 0], ["Land_Hospital_side1_F", 0], ["Land_Hospital_side2_F", 0], ["Land_i_Addon_02_V1_F", 0], ["Land_i_Addon_03mid_V1_F", 0], ["Land_i_Addon_03_V1_F", 0], ["Land_i_Addon_04_V1_F", 0], ["Land_i_Barracks_V1_F", 2], ["Land_i_Barracks_V2_F", 1], ["Land_i_Garage_V1_F", 0], ["Land_i_Garage_V2_F", 0], ["Land_i_House_Big_01_V1_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_dam_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_dam_F", 0], ["Land_i_House_Small_01_V1_F", 0], ["Land_i_House_Small_01_V2_dam_F", 0], ["Land_i_House_Small_01_V2_F", 0], ["Land_i_House_Small_01_V3_F", 0], ["Land_i_House_Small_02_V1_dam_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_dam_F", 0], ["Land_i_House_Small_03_V1_F", 0], ["Land_i_Shed_Ind_F", 2], ["Land_i_Shop_01_V1_dam_F", 0], ["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_dam_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_dam_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_dam_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_dam_F", 0], ["Land_i_Stone_Shed_V1_F", 0], ["Land_i_Stone_Shed_V2_F", 0], ["Land_i_Stone_Shed_V3_F", 0], ["Land_i_Windmill01_F", 0], ["Land_LightHouse_F", 0], ["Land_Lighthouse_small_F", 0], ["Land_Metal_Shed_F", 2], ["Land_MilOffices_V1_F", 1], ["Land_Offices_01_V1_F", 0], ["Land_Radar_F", 2], ["Land_Research_house_V1_F", 3], ["Land_Research_HQ_F", 3], ["Land_Slum_House01_F", 0], ["Land_Slum_House02_F", 0], ["Land_Slum_House03_F", 0], ["Land_spp_Tower_F", 2], ["Land_Unfinished_Building_01_F", 2], ["Land_Unfinished_Building_02_F", 2], ["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_dam_F", 0], ["Land_u_House_Small_01_V1_F", 0], ["Land_u_House_Small_02_V1_dam_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], ["Land_WIP_F", 2] ]; Link to comment Share on other sites More sharing options...
Suppe Posted March 15, 2015 Author Report Share Posted March 15, 2015 mmmhhh... if you add the explosives into the magazines it will spawn 1-6 from it.... //special for magazines: spawn 1-6 just put the explosiv stuff into the lootWeapon_list = [ // weaponlist : list of weapon class names // .... than spawns only one explosiv at a spot..... put the chemlights into the magazines, then they found 1-6 from it on a spot..... you use the ]],[ 3, [ // RESEARCH in your shotlist, but in your lslootbuildings is no building at RESEARCH (with a 3 At the end) then you have to adjust the % when the explosive things too often, then double the weapons in the column.... or use the RESEARCH for the explosiv.... this is the easyeast way, just select a couple of buildings you want that spawn explosiv there, and add the explosiv only at weapons into ]],[ 3, [ // RESEARCH..... is easier....and you can better decide which % hope you understand what I mean... if still questions, then just ask :D Greetz Suppe Link to comment Share on other sites More sharing options...
scheveO Posted March 15, 2015 Report Share Posted March 15, 2015 so its posible to ad another line in it? like explosives or some Link to comment Share on other sites More sharing options...
BraveNinjapoop Posted March 22, 2015 Report Share Posted March 22, 2015 Im quite new to the whole scripts and Arma 3 Mods. Im trying to add Lootspawner to my server. I added the pbo. in the epochhive/addons folder, and then the rest of the sqf. files in the epochhive directory. Then the fn_init.sqf in the MPMissions/epoch.Altis folder. Anything im doing wrong? Link to comment Share on other sites More sharing options...
kludgeDev Posted March 22, 2015 Report Share Posted March 22, 2015 Friends who know how to fix filters BattlEye, adding weapons to the server, the weapon spawn is taken into inventory, but popvtke post it or when shooting proiskhodit kick from the server.Log:22.03.2015 20:03:05: kludge (192.168.1.3:2304) 5608a1a6ba08ba41e9c779783fbb20d2 - # 2 "GroundWeaponHolder" 3: 0 [0,0, -185]22.03.2015 20:04:30: kludge (192.168.1.3:2304) 5608a1a6ba08ba41e9c779783fbb20d2 - # 0 "R_TBG32V_F" 3: 3 2: 1923 Epoch_Male_F [11607,11972,25] [-87, -109, -3schError:20:18:22 BattlEye Server: Verified GUID (5608a1a6ba08ba41e9c779783fbb20d2) of player # 0 kludgeList of weapons you want to add:launch_NLAW_Flaunch_RPG32_Flaunch_Titan_FNLAW_FRPG32_F'RPG32_HE_FTitan_AATitan_APTitan_ATThe same problem when firing missiles from helicopters.Who knows solve the problem pogite nuba)))))Thanks in advance ... Link to comment Share on other sites More sharing options...
- VJ - Posted March 24, 2015 Report Share Posted March 24, 2015 add !="classname" to which ever file xxxxx.txt is kicking or pm me your .rpt and i fix that for you Link to comment Share on other sites More sharing options...
XTamiiX Posted March 27, 2015 Report Share Posted March 27, 2015 Does this works for AiATP on Chernarus map? as also adding @mas weapons to it? Link to comment Share on other sites More sharing options...
Suppe Posted March 27, 2015 Author Report Share Posted March 27, 2015 yes and yes... 'LSlootBuildings.sqf' to change the lootcategory of a building or add/remove buildings. add cherno houses there 'LSlootLists.sqf' to customize the items inside the categories. add mas here XTamiiX 1 Link to comment Share on other sites More sharing options...
Suppe Posted March 27, 2015 Author Report Share Posted March 27, 2015 Im quite new to the whole scripts and Arma 3 Mods. Im trying to add Lootspawner to my server. I added the pbo. in the epochhive/addons folder, and then the rest of the sqf. files in the epochhive directory. Then the fn_init.sqf in the MPMissions/epoch.Altis folder. Anything im doing wrong? dont put the fn_init.sqf in your mission.... u only need the addon, its a autostartaddon. Link to comment Share on other sites More sharing options...
XTamiiX Posted March 27, 2015 Report Share Posted March 27, 2015 I am sorry but i don't know about chernarus civil and military buildings :/ could help with it and i will add the mas weapons by my self Link to comment Share on other sites More sharing options...
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