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[Release] Lootspawner, configurable building loot system


Suppe

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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

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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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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 

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??  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

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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

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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
];

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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.

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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

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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]
];

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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

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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, -3sch

Error:
20:18:22 BattlEye Server: Verified GUID (5608a1a6ba08ba41e9c779783fbb20d2) of player # 0 kludge

List of weapons you want to add:

launch_NLAW_F
launch_RPG32_F
launch_Titan_F

NLAW_F
RPG32_F
'RPG32_HE_F
Titan_AA
Titan_AP
Titan_AT

The same problem when firing missiles from helicopters.

Who knows solve the problem pogite nuba)))))
Thanks in advance ...

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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

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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.

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