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[Release] Lootspawner, configurable building loot system


Suppe

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- VJ -, on 02 Mar 2015 - 2:20 PM, said:

- VJ -, on 02 Mar 2015 - 2:20 PM, said:

Post your scripts.log found in your battlteye folder

 

Dude! Paste your rtp logs for us!

 

Then we can help!

 

There is my DLC LSloot.sqf

 

If offers maximum spawn chance but may be over kill from you none DLC players!

//	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 names
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
//Markmans DLC Machine
"MMG_01_hex_F",
"MMG_01_tan_F",
"MMG_02_camo_F",
"MMG_02_black_F",
"MMG_02_sand_F",
//Marksman DLC sniper rifles
"srifle_DMR_02_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_03_spotter_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
//marksman DLC End
"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",
"Rangefinder",
"SMG_01_F",							// Vermin .45 ACP
"SMG_02_F",							// Sting 9mm
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F"
]],[ 2, [						// INDUSTRIAL
// Marksman DLC sniper rifles
"srifle_DMR_02_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_03_spotter_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
//marksman DLC End
"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",							// Vermin .45 ACP
"SMG_02_F"							// Sting 9mm
]],[ 3, [						// RESEARCH
"arifle_Katiba_GL_F",
"arifle_MXC_F",
"arifle_MXM_F",
"arifle_MX_GL_F",
"Rangefinder",
"srifle_GM6_F",
"srifle_LRR_F"
]]];

//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 names
lootMagazine_list = [
[ 0, [							// CIVIL
"16Rnd_9x21_Mag",
"20Rnd_556x45_UW_mag",
"20Rnd_762x51_Mag",
"30Rnd_45ACP_Mag_SMG_01",
"30Rnd_556x45_Stanag",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_9x21_Mag",
"9Rnd_45ACP_Mag",
"Chemlight_blue",
"Chemlight_green",
"Chemlight_red",
"Chemlight_yellow",
"HandGrenade"
]],[ 1, [						// MILITARY
//Marksman DLC Ammo
"10Rnd_338_Mag",
"10Rnd_127x54_Mag",
"150Rnd_93x64_Mag",
"10Rnd_93x64_DMR_05_Mag",
//Marksman DLC End
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag_Tracer",
"150Rnd_762x51_Box",
"150Rnd_762x51_Box_Tracer",
"16Rnd_9x21_Mag",
"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",
"5Rnd_127x108_Mag",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"7Rnd_408_Mag",
"9Rnd_45ACP_Mag",
"Chemlight_blue",
"Chemlight_green",
"Chemlight_red",
"Chemlight_yellow",
"HandGrenade",
"MiniGrenade",
"SatchelCharge_Remote_Mag"
]],[ 2, [						// INDUSTRIAL
//Marksman DLC 
"10Rnd_338_Mag",
"10Rnd_127x54_Mag",
"150Rnd_93x64_Mag",
"10Rnd_93x64_DMR_05_Mag",
//Marksman DLC End
"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",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_65x39_caseless_green",
"30Rnd_65x39_caseless_green_mag_Tracer",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_9x21_Mag",
"Chemlight_blue",
"Chemlight_green",
"Chemlight_red",
"Chemlight_yellow"
]],[ 3, [						// RESEARCH
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_65x39_caseless_green",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_65x39_caseless_green",
"5Rnd_127x108_Mag",
"7Rnd_408_Mag"
]]];

//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 names
lootItem_list = [
[ 0, [							// CIVIL
"acc_flashlight",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"muzzle_snds_acp",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",  					// .45 ACP
"muzzle_snds_L", 					// 9mm
"optic_Aco",
"optic_ACO_grn",
"optic_aco_smg",
"optic_Holosight",
"optic_Holosight_smg",
"ItemMap",
"ItemRadio",
"ItemCompass",
"ItemWatch"
]],[ 1, [						// MILITARY
"acc_flashlight",
"acc_pointer_IR",
"ItemCorrugated",
"EnergyPack",
"Repair_EPOCH",
"Heal_EPOCH",
"MultiGun",
 
"ItemGPS",
"Medikit",
"muzzle_snds_acp", 					// .45 ACP
"muzzle_snds_B", 					// 7.62mm
"muzzle_snds_H", 					// 6.5mm
"muzzle_snds_H_MG", 				// 6.5mm LMG
"muzzle_snds_L", 					// 9mm
"muzzle_snds_M", 					// 5.56mm
//Marksman DLC Muzzles
"muzzle_snds_338_black",
"muzzle_snds_338_green",
"muzzle_snds_93mmg",
"muzzle_snds_93mmg_tan",
//Marksman DLC End
"NVGoggles",
"optic_Aco",
"optic_ACO_grn",
"optic_aco_smg",
"optic_Arco",
"optic_Hamr",
"optic_Holosight",
"optic_Holosight_smg",
"optic_Nightstalker",
"optic_NVS",
"optic_SOS",
//Marksman DLC Items
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
"bipod_01_F_snd",
"bipod_01_F_blk",
"bipod_01_F_mtp",
"bipod_02_F_blk",
"bipod_02_F_tan",
"bipod_02_F_hex",
"bipod_03_F_blk",
"bipod_03_F_oli"
//Marksman DLC End
]],[ 2, [						// INDUSTRIAL
//Marksman DLC
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
//Marksman DLC
"bipod_01_F_snd",
"bipod_01_F_blk",
"bipod_01_F_mtp",
"bipod_02_F_blk",
"bipod_02_F_tan",
"bipod_02_F_hex",
"bipod_03_F_blk",
"bipod_03_F_oli",
//Marksman DLC End
"FirstAidKit",
"FirstAidKit",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
 
"ItemCompass",
"ItemMap",
"ItemWatch"
]],[ 3, [						// RESEARCH
//Marksman DLC
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
//Marksman DLC End
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"ItemGPS",
"Medikit",
"NVGoggles",
"optic_Nightstalker",
"optic_NVS",
"optic_SOS"
]]];

//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 names
lootBackpack_list = [
[ 0, [							// CIVIL
"smallbackpack_teal_epoch",						// 64 Mags
"smallbackpack_green_epoch",	
"smallbackpack_red_epoch",		
"smallbackpack_pink_epoch"
]],[ 1, [						// MILITARY
"B_AssaultPack_cbr", 
"B_AssaultPack_mcamo",
"B_AssaultPack_ocamo", 
"B_AssaultPack_rgr"
]],[ 2, [						// INDUSTRIAL
//Marksman DLC
"U_O_FullGhillie_lsh",
"U_O_FullGhillie_sard",
"U_O_FullGhillie_ard",
//Marksman DLC End
"B_AssaultPack_sgg", 
"B_Carryall_cbr", 
"B_Carryall_oli", 
"B_Carryall_oucamo"
]],[ 3, [						// RESEARCH
"B_FieldPack_blk", 
"B_FieldPack_cbr", 
"B_FieldPack_khk", 
"B_FieldPack_ocamo"
]]];

//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 names
lootworldObject_list = [
[ 0, [							// CIVIL
"WhiskeyNoodle",
"Hatchet",
"MeleeSledge",
"ItemLockBox",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"ChainSaw"
				// Jerrycan
]],[ 1, [						// MILITARY
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch",
"CircuitParts"				// repairkit
]],[ 2, [						// INDUSTRIAL
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch"			// repairkit
]],[ 3, [						// RESEARCH
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch"				// repairkit
]]];

 

Happy hunting!

 

Mike

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Hey Suppe,

 

First of all this script is awesome and its nice to have it separate from mission file, also the standard Lspawner was a mess full of base arma3 loot so its good to have epoch only gear list. Anyway I've been playing with this script for couple days trying to get it right, one thing i was wondering about is how would i go about having the gun spawn with say 1-3 clips of the ammo it uses?

 

I've noticed some servers have loot spawn this way but not sure.

Would something like this work?

 

lootWeapon_list = [
[ 0, [ // CIVIL
"arifle_MK20C_F" "30Rnd_556x45_Stanag",
"arifle_MK20_F",
"arifle_TRG20_F",
"arifle_TRG21_F",
"Binocular",                                 //counts as weapon
"hgun_ACPC2_F",
"hgun_P07_F",
"hgun_PDW2000_F",
"hgun_Rook40_F",
"SMG_01_F",
"SMG_02_F",
"srifle_EBR_F"

 

 

I would love to know this aswell!

And does somebody know, where to look at how much loot per spot is generated?

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Not having any luck getting this to work.  Done a full wipe few days ago and installed it today and no luck  

 

 

Loot List 

//

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
"FAK",
"ItemLockBox",
"arifle_MK20C_F",
"arifle_MK20_F",
"arifle_TRG20_F",
"arifle_TRG21_F",
"Binocular", //counts as weapon
"hgun_ACPC2_F",
"hgun_P07_F",
"hgun_PDW2000_F",
"hgun_Rook40_F",
"SMG_01_F",
"SMG_02_F",
"srifle_EBR_F"
]],[ 1, [ // MILITARY
"FAK",
"srifle_DMR_02_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_03_spotter_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
"MMG_01_hex_F",
"MMG_01_tan_F",
"MMG_02_camo_F",
"MMG_02_black_F",
"MMG_02_sand_F",
"ItemLockBox",
"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",
"SMG_02_F",
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F"
]],[ 2, [ // INDUSTRIAL
"ChainSaw",
"VehicleRepairLg",
"Hatchet",
"MultiGun",
"CircuitParts",
"VehicleRepair",
"ItemMixOil",
"emptyjar_epoch",
"jerrycan_epoch",
"EnergyPack",
"EnergyPackLg",
"Heal_EPOCH",
"Defib_EPOCH",
"Repair_EPOCH
"FAK",
"ItemLockBox",
"CinderBlocks",
"MortarBucket",
"ItemScraps",
"ItemCorrugated",
"ItemCorrugatedLg",
"PartPlankPack"
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 3, [ // RESEARCH
]]];
 
//-------------------------------------------------------------------------------------
//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
"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
"10Rnd_338_Mag",
"10Rnd_127x54_Mag",
"150Rnd_93x64_Mag",
"10Rnd_93x64_DMR_05_Mag"
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag_Tracer",
"150Rnd_762x51_Box",
"150Rnd_762x51_Box_Tracer",
"16Rnd_9x21_Mag",
"1Rnd_HE_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",
"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
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]]];
 
//-------------------------------------------------------------------------------------
//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
//"classname" //<----Make sure last line has NO COMMA AT THE END
]],[ 1, [ // MILITARY
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 2, [ // INDUSTRIAL
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 3, [ // RESEARCH
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]]];
 
//-------------------------------------------------------------------------------------
//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
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 1, [ // MILITARY
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 2, [ // INDUSTRIAL
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]],[ 3, [ // RESEARCH
//"clasname" //<----Make sure last line has NO COMMA AT THE END
]]];
 
//-------------------------------------------------------------------------------------
//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
]],[ 3, [ // RESEARCH
]]];
 

 

 

Building List 

//

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", 1], //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", 2], //no positions
//["Land_dp_smallTank_F", 0], //no positions
//["Land_Factory_Hopper_F", 2], //no positions
//["Land_Garage_V1_dam_F", 2], //not viable
//["Land_ReservoirTank_Airport_F", 0], //no positions
//["Land_ReservoirTower_F", 2], //no positions
//["Land_Shed_Big_F", 2], //no positions
//["Land_Shed_Small_F", 2],   //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", 1],
["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", 2], 
["Land_d_Windmill01_F", 0],
["Land_FuelStation_Build_F", 0], 
["Land_FuelStation_Shed_F", 0], 
["Land_Hangar_F", 1],
["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", 2], 
["Land_i_Garage_V2_F", 2],
["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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So currently no way to spawn a gun with 1-3 mags of its specific ammo?

 

 I found a solution:

in your fn_LSgetBuildingstospawnLoot.SQF

find 

//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;

and right after that insert this

//Function to add the right magazine for a weapon.
_ammo = [] + getArray (configFile >> "cfgWeapons" >> _loot >> "magazines");
_lootholder addMagazineCargoGlobal [(_ammo select 0),(round(random 3))]; //max 3 magazines per weapon
//end custom funtion
_lootholder setdir (random 360);
_lootholder setPosATL _spwnPos;

where this (round(random 3) number defines how many magazines will spawn.

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i need some help

i get this in rpt file it spams 

 

if (({_x == _loot} count exclcontainer_list) > 0) th>
22:46:58   Error position: <_loot} count exclcontainer_list) > 0) th>
22:46:58   Error Undefined variable in expression: _loot
22:46:58 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 140
22:46:58 Error in expression <d", "repairkit", true];
 
this is what in file
};
//if container clear its cargo
if (({_x == _loot} count exclcontainer_list) > 0) then {
clearWeaponCargoGlobal _lootholder;
clearMagazineCargoGlobal _lootholder;
clearBackpackCargoGlobal _lootholder;
clearItemCargoGlobal _lootholder;
};
//_lootholder setPosATL _spwnPos;
};
};
 
i haven edeted any thing just install it 
thanks
scott
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Hey guys,

 

I have problems, too!

 

I have added @MAS Weapons, but It's not working! I can connect to Server.  it's fine, but no Loot is spawning on the ground!

 

Without the MAS Weapons It works perfect!

 

Here's my LSlootLists.sqf

 

Where's the mistake?

//	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 names
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
//Markmans DLC Machine
"MMG_01_hex_F",
"MMG_01_tan_F",
"MMG_02_camo_F",
"MMG_02_black_F",
"MMG_02_sand_F",
//Marksman DLC sniper rifles
"srifle_DMR_02_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_03_spotter_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
//marksman DLC End
"arifle_Katiba_C_F",
"arifle_Katiba_F",
"arifle_Katiba_GL_F",
"arifle_Mk20C_F",
"arifle_Mk20_F",
"arifle_Mk20_GL_F",
"arifle_MXC_F",
//MAS Addon Sniper
"srifle_mas_m107",
"srifle_mas_svd",
"srifle_mas_ksvk",
"srifle_mas_vss",
//MAS Addon Rifles
"arifle_mas_m4",
"arifle_mas_m4_gl",
"arifle_mas_mk17_gl",
"arifle_mas_g3",
"arifle_mas_m14",
"srifle_mas_hk417",
"hgun_mas_mp7_F",
"arifle_mas_ak_74m",
"arifle_mas_ak_74m_gl",
//MAS Addon Maschinegun
"LMG_mas_Mk48_F",
"LMG_mas_rpk_F",
//MAS Addon Weapons End
"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",
"Rangefinder",
"SMG_01_F",							// Vermin .45 ACP
"SMG_02_F",							// Sting 9mm
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F"
]],[ 2, [						// INDUSTRIAL
// Marksman DLC sniper rifles
"srifle_DMR_02_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_03_spotter_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
//marksman DLC End
"arifle_Katiba_C_F",
"arifle_Mk20C_F",
"arifle_Mk20_F",
"arifle_MXC_F",
"arifle_SDAR_F",
"arifle_TRG20_F",
"arifle_TRG21_F",
// MAS Sniper
"srifle_mas_m107",
"srifle_mas_svd",
"srifle_mas_ksvk",
"srifle_mas_vss",
// MAS Sniper End
"Binocular",
"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",
"Rangefinder",
"srifle_GM6_F",
"srifle_LRR_F"
]]];

//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 names
lootMagazine_list = [
[ 0, [							// CIVIL
"16Rnd_9x21_Mag",
"20Rnd_556x45_UW_mag",
"20Rnd_762x51_Mag",
"30Rnd_45ACP_Mag_SMG_01",
"30Rnd_556x45_Stanag",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_9x21_Mag",
"9Rnd_45ACP_Mag",
"HandGrenade"
]],[ 1, [						// MILITARY
//Marksman DLC Ammo
"10Rnd_338_Mag",
"10Rnd_127x54_Mag",
"150Rnd_93x64_Mag",
"10Rnd_93x64_DMR_05_Mag",
//Marksman DLC End
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag_Tracer",
"150Rnd_762x51_Box",
"150Rnd_762x51_Box_Tracer",
"16Rnd_9x21_Mag",
"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",
"5Rnd_127x108_Mag",
// MAS MAGZ
"20Rnd_mas_762x51_Stanag",
"5Rnd_mas_127x99_Stanag",
"40Rnd_mas_46x30_Mag"
"100Rnd_mas_762x51_Stanag",
"30Rnd_mas_545x39_mag",
"1Rnd_HE_Grenade_shell",
"1Rnd_Smoke_Grenade_shell",
"100Rnd_mas_545x39_mag",
"5Rnd_mas_127x108_mag",
"20Rnd_mas_9x39_mag"
"10Rnd_mas_762x54_mag",
// MAS MAGZ END
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"7Rnd_408_Mag",
"9Rnd_45ACP_Mag",
// MAS Addon Ammo
// MAS Addon Ammo End
"HandGrenade",
"MiniGrenade"
]],[ 2, [						// INDUSTRIAL
//Marksman DLC 
"10Rnd_338_Mag",
"10Rnd_127x54_Mag",
"150Rnd_93x64_Mag",
"10Rnd_93x64_DMR_05_Mag",
//Marksman DLC End
"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",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_65x39_caseless_green",
"30Rnd_65x39_caseless_green_mag_Tracer",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag_Tracer",
"30Rnd_9x21_Mag",
"Chemlight_blue",
"Chemlight_green",
"Chemlight_red",
"Chemlight_yellow"
]],[ 3, [						// RESEARCH
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_65x39_caseless_green",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"30Rnd_65x39_caseless_green",
"5Rnd_127x108_Mag",
"7Rnd_408_Mag"
]]];

//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 names
lootItem_list = [
[ 0, [							// CIVIL
"acc_flashlight",
"muzzle_snds_acp",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",  					// .45 ACP
"muzzle_snds_L", 					// 9mm
"optic_Aco",
"optic_ACO_grn",
"optic_aco_smg",
"optic_Holosight",
"optic_Holosight_smg",
"ItemRadio",
"ItemCompass",
"ItemWatch"
]],[ 1, [						// MILITARY
"acc_flashlight",
"acc_pointer_IR",
"ItemCorrugated",
"EnergyPack",
"Repair_EPOCH",
"Heal_EPOCH",
"MultiGun",
"ItemGPS",
"Medikit",
"muzzle_snds_acp", 					// .45 ACP
"muzzle_snds_B", 					// 7.62mm
"muzzle_snds_H", 					// 6.5mm
"muzzle_snds_H_MG", 				// 6.5mm LMG
"muzzle_snds_L", 					// 9mm
"muzzle_snds_M", 					// 5.56mm
//Marksman DLC Muzzles
"muzzle_snds_338_black",
"muzzle_snds_338_green",
"muzzle_snds_93mmg",
"muzzle_snds_93mmg_tan",
//Marksman DLC End
"NVGoggles",
"optic_Aco",
"optic_ACO_grn",
"optic_aco_smg",
"optic_Arco",
"optic_Hamr",
"optic_Holosight",
"optic_Holosight_smg",
"optic_Nightstalker",
"optic_NVS",
"optic_SOS",
//Marksman DLC Items
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
"bipod_01_F_snd",
"bipod_01_F_blk",
"bipod_01_F_mtp",
"bipod_02_F_blk",
"bipod_02_F_tan",
"bipod_02_F_hex",
"bipod_03_F_blk",
"bipod_03_F_oli",
//Marksman DLC End
// MAS Weapons Optics
"acc_mas_pointer_IR", 
"muzzle_mas_snds_L", 
"muzzle_mas_snds_LM", 
"muzzle_mas_snds_C", 
"muzzle_mas_snds_M", 
"muzzle_mas_snds_Mc", 
"muzzle_mas_snds_MP7", 
"muzzle_mas_snds_AK",  
"muzzle_mas_snds_SVD", 
"muzzle_mas_snds_KSVK", 
"optic_mas_DMS", 
"optic_mas_DMS_c",  
"optic_mas_Holosight_camo", 
"optic_mas_Arco_blk", 
"optic_mas_Arco_camo", 
"optic_mas_Hamr_camo", 
"optic_mas_Aco_camo", 
"optic_mas_MRCO_camo",  
"optic_mas_acog", 
"optic_mas_acog_c", 
"optic_mas_acog_eo", 
"optic_mas_acog_rd",  
"optic_mas_aim", 
"optic_mas_PSO", 
"optic_mas_PSO_c"
// MAS Weapons Optics End
]],[ 2, [						// INDUSTRIAL
//Marksman DLC
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
//Marksman DLC
"bipod_01_F_snd",
"bipod_01_F_blk",
"bipod_01_F_mtp",
"bipod_02_F_blk",
"bipod_02_F_tan",
"bipod_02_F_hex",
"bipod_03_F_blk",
"bipod_03_F_oli",
//Marksman DLC End
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
 "ItemCompass",
"ItemMap",
"ItemWatch"
]],[ 3, [						// RESEARCH
//Marksman DLC
"optic_AMS",
"optic_AMS_khk",
"optic_AMS_snd",
"optic_KHS_blk",
"optic_KHS_hex",
"optic_KHS_old",
"optic_KHS_tan",
//Marksman DLC End
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"ItemGPS",
"Medikit",
"NVGoggles",
"optic_Nightstalker",
"optic_NVS",
"optic_SOS"
]]];

//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 names
lootBackpack_list = [
[ 0, [							// CIVIL
"smallbackpack_teal_epoch",						// 64 Mags		
"smallbackpack_pink_epoch"
]],[ 1, [						// MILITARY
"B_AssaultPack_cbr", 
"B_AssaultPack_mcamo",
"B_AssaultPack_ocamo", 
"B_AssaultPack_rgr"
]],[ 2, [						// INDUSTRIAL
//Marksman DLC
"U_O_FullGhillie_lsh",
"U_O_FullGhillie_sard",
"U_O_FullGhillie_ard",
//Marksman DLC End
"B_AssaultPack_sgg", 
"B_Carryall_cbr", 
"B_Carryall_oli", 
"B_Carryall_oucamo"
]],[ 3, [						// RESEARCH
"B_FieldPack_blk", 
"B_FieldPack_cbr", 
"B_FieldPack_khk", 
"B_FieldPack_ocamo"
]]];

//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 names
lootworldObject_list = [
[ 0, [							// CIVIL
"WhiskeyNoodle",
"Hatchet",
"MeleeSledge",
"ItemLockBox",
"ItemCorrugated",
"EnergyPack",
"CinderBlocks",
"MortarBucket",
"ChainSaw"
				// Jerrycan
]],[ 1, [						// MILITARY
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch",
"CircuitParts"				// repairkit
]],[ 2, [						// INDUSTRIAL
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch"			// repairkit
]],[ 3, [						// RESEARCH
"ItemSodaOrangeSherbet",
"ItemSodaRbull",
"sardines_epoch",
"meatballs_epoch",
"scam_epoch",
"sweetcorn_epoch",
"emptyjar_epoch"				// repairkit
]]];
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Getting some errors in my server log:

13:44:14 Error in expression <ditem);
_lootholder addItemCargoGlobal [_loot, 1];
_lootholder setdir (random 36>
13:44:14   Error position: <_loot, 1];
_lootholder setdir (random 36>
13:44:14   Error Undefined variable in expression: _loot
13:44:14 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 104
13:44:14 Error in expression <m);
_lootholder addBackpackCargoGlobal [_loot, 1];
_lootholder setdir (random 36>
13:44:14   Error position: <_loot, 1];
_lootholder setdir (random 36>
13:44:14   Error Undefined variable in expression: _loot
13:44:14 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 113
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works at the map Taviana?

but have it installed The problem is that no loot is because I do not know where the error is to start the script

 

this may be the fault that nothing spawns

"LSpawner INIT"
"LSpawner Started"
"-- LOOTSPAWNER initialise ------------------------"


15:04:06 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Castle_01_tower_F has no building positions --"
15:04:06 "-- LOOTSPAWNER Buildingpositions_list ready, d: 18.653s"
15:04:06 "-- LOOTSPAWNER LSusedclass_list ready, d: 0.278999s"
15:04:06 "-- LOOTSPAWNER LSDer started..."
15:04:06 "-- LOOTSPAWNER ready and waiting for players -----"


15:04:06 "- !! WARNING !! LOOTSPAWNER in Buildingstoloot_list: Land_Castle_01_tower_F has no building positions -"

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why spawns there is nothing I do not understand
I have done everything right but make no loot on Taviana me a couple

is there any where help someone help me

would donate for the help
 
 

GER

warum spawnt da nix das verstehe ich nicht
ich habe alles richtig gemacht aber kein loot auf taviana mir ein paar stellen

gibt es da irgend wo hilfe das mir jemand hilft

würde auch für die hilfe spenden

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u use the wrong LSlootBuildings.sqf !!!!

for tavi take the cherno LSlootBuildings.sqf !

 

GER

Du benutzt die falsche LSlootBuildings.sqf, du benutzt garntiert die altis LSlootBuildings.sqf, es gibt keine arma3 gebäude in tavi, benutzt die cherno LSlootBuildings.sqf und du hast loot ! wenn nicht sag nochmal bescheid.....

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I have downloaded the script from here
//    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 = [
// Taviana
["Land_dum_olezlina", 1],
["Land_dum_mestro2", 1],
["Land_garaz_mala", 1],
["Land_dum_rasovna", 1],
["Land_A_Hospital", 1],
["Land_Hangar_2", 1],
["Land_hut_old02", 1],
["Land_HouseBlock_84", 1],
["Land_A_Pub_01", 1],
["Land_dum_mestro_in", 1],
["Land_Church_03", 0],
["Land_garaz", 1],
["Land_A_FuelStation_Build", 1],
["Land_A_Castle_Gate", 1],
["Land_HouseV_1l4", 1],
["Land_Misc_PowerStation", 1],
["Land_Ind_Garage01", 1],
["Land_Barn_Metal", 1],
["Land_Ind_mlyn_01", 1],
["Land_sara_hasic_zbroj", 1],
["Land_stodola_old_open", 1],
["Land_a_stationhouse", 1],
["Land_Farm_Cowshed_b", 1],
["Land_Mil_guardhouse", 1],
["Land_deutshe_mini", 1],
["Land_Barn_W_02", 1],
["Land_budova4_in", 1],

["Land_A_MunicipalOffice", 1],
["Land_budova4_in", 1],
["Land_A_Castle_Bergfrit", 0],
["Land_Ind_TankBig", 1],
["Land_Mil_ControlTower", 1],
["Land_Mil_House", 1],
["Land_A_Office01", 1],
["Land_Tovarna2", 1],
["Land_Ind_SiloVelke_01", 1],

["Land_Hildac_budka", 1],
["Land_Misc_deerstand", 1],
["Land_Mil_Barracks", 1],
["Land_A_Office02", 1],
["Land_Farm_Cowshed_a", 1],
["Land_Ind_SiloVelke_02", 1],
["Land_Mil_Barracks_i", 1],
["Land_repair_center", 1],
["Land_Shed_Ind02", 1],
["Land_HouseB_Tenement", 1],
["Land_Panelak3", 1],
["Land_Panelak2", 1],
["Land_HouseBlock_A1", 1],
["Land_HouseBLock_86", 1],
["Land_A_BuildingWIP", 1],
["Land_Ind_Pec_03b", 1],
["Land_stodola_old_open", 1],
["Land_ZalChata", 1],
["Land_Tav_Panelak", 1],
["Land_Tav_Panelak3", 1],
["Land_Tav_Panelak2", 1],
["LAND_Big_Panelak", 1],
["Land_tav_Ind_Pec_03", 1],
["LAND_shopping_sab1", 1],
["LAND_konecna", 1],
["Land_Ss_hangar", 1],
["LAND_Galerie", 1],
["LAND_parlament_geo1", 1],
["LAND_Domek_zluty_BEZ", 1],
["Land_Ind_Vysypka", 1],
["Land_Building_R", 1],
["Land_Hotel", 1],
["LAND_shopping_sab5", 1],
["LAND_hospoda", 1],
["LAND_domek_radnice", 1],
["LAND_Zachytka", 1],
["Land_Skola", 1],
["LAND_bus_depo_geo1", 1],
["LAND_bus_depo_geo2", 1],
["Land_tav_houseblock_b1", 1],
["Land_tav_houseblock_b4_in", 1],
["LAND_Garaz_velka", 1],
["LAND_Hotel_Marcornio", 1],
["LAND_shopping_sab2", 1],
["LAND_Nadrazi_sabina", 1],
["LAND_spital", 1]
];

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please use "spoiler" here in the forum....

and what is in your shotlist ? the Buildingstoloot_list looks right..... or please post all your settings: shotlist.sqf and Lootspawner.sqf.... but please in a "spoiler"

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GER

sorry das ich keine spoiler benutze ich werde hier alles posten in eine rar datei was ich runtergeladen habe

 

ENG

sorry I do not spoiler I use'll post in a rar file here everything I've downloaded

 

with this settings u have loot !!! a little bit rare but, it looks good..... open the LootSpawner.SQF - line 20 - _chperSpot = 20; change to _chperSpot = 100; and look again....

 

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Update: (only examples, nothing in the script self has changed)

 

Changelog: Version 1.2
- added a complete Bornholm LSlootBuildings.sqf
- added more examples:
- added a Epoch furniture example ! (spawn more Epoch furnitures) for maximum Loot !
- added a example with LSLootLists with @MAS and DLC weapons

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