Dawg Posted July 30, 2015 Report Share Posted July 30, 2015 Anyone running this script on Australia? Would be great if you could post the building list. I have not a clue where or how to obtain it. Link to comment Share on other sites More sharing options...
Kronky Posted July 31, 2015 Report Share Posted July 31, 2015 I had no luck, as you said I ended up removing the buildings that were causing the problem. Now only very little coverage though ... that sucks. I think i will wait until they come out with the Panthera. I may switch to Esseker for the moment. I am not sure, still in development. Link to comment Share on other sites More sharing options...
flow0815 Posted July 31, 2015 Report Share Posted July 31, 2015 Anyone running this script on Australia? Would be great if you could post the building list. I have not a clue where or how to obtain it. The hard way: if you have infistar, spectate yourself and look at the buildings. That's how we do on chernarus :) Link to comment Share on other sites More sharing options...
Suppe Posted July 31, 2015 Author Report Share Posted July 31, 2015 a easy way to get the buildingclassnames use the a3 3d editor here in the forum, mark every building and press ctrl + c and than ctrl + v.... if u have all buildings save as sqf and u have all names.... Tophi 1 Link to comment Share on other sites More sharing options...
Tophi Posted July 31, 2015 Report Share Posted July 31, 2015 Australia buildings //custom australia ["Land_Hangar_2", 0], ["Land_Panelak2", 0], ["Land_Tovarna2", 0], ["Land_IGA_GeneralStore2", 0], ["Land_A_Office01", 0], ["Land_HouseB1", 0], ["Land_HouseC1_L", 0], ["Land_HouseA", 0], ["Land_A_Office02", 0], ["Land_Vysilac_budova", 0], ["Land_E76_shop_multi1", 0], ["Land_Hotel", 0], ["Land_HouseDoubleAL2", 0], ["Land_Panelak3", 0], ["Land_a_stationhouse", 0], ["Land_Army_hut_int", 1], ["Land_Army_hut3_long_int", 1], ["Land_Pub_C", 0], ["Land_CommonwealthBank", 0], ["Land_E76_shop_single1", 0], ["Land_Centrelink", 0], ["Land_Hut_old02", 0], ["Land_Pub_A", 0], ["Land_PostB", 0], ["Land_House_C_10_EP1", 0], ["Land_Hut06", 0], ["Land_Budova1", 0], ["Land_Budova2", 0], ["Land_Ammostore2", 0], ["Land_A_Office02C", 0], ["AustraliaPost", 0], ["Land_HouseA1_L", 0], ["Land_HouseB", 0], ["Land_HouseC_R", 0], ["Land_HouseDoubleAL", 0], ["Land_E76_gasstation", 0], ["Land_Budova4_in", 0], ["Land_Garaz_bez_tanku", 0], ["Land_Garaz_s_tankem", 0], ["Land_Benzina_schnell", 0], ["Land_Garaz", 0], ["Land_Garaz_long_open", 0], ["Land_Garaz_mala", 0], ["Land_Ss_hangar", 1], ["Land_Ss_hangard", 1], ["Land_E76_Hotel", 0], ["Land_Majak", 0], ["Land_Majak_v_celku", 0], ["Land_WIP_F", 0], ["WarfareBAirport", 1], ["WarfareBDepot", 1], ["CDF_WarfareBFieldhHospital", 1], ["GUE_WarfareBFieldhHospital", 1], ["INS_WarfareBFieldhHospital", 1], ["RU_WarfareBFieldhHospital", 1], ["USMC_WarfareBFieldhHospital", 1] martuk66 1 Link to comment Share on other sites More sharing options...
Dawg Posted July 31, 2015 Report Share Posted July 31, 2015 Tophi, thank you saved me and many others the time going into the editor to get this list. Greatly appreciated. Tophi 1 Link to comment Share on other sites More sharing options...
MPG-DarkKnight Posted August 1, 2015 Report Share Posted August 1, 2015 Does it include the buildings in Esseker or do we have to add them ourself? Link to comment Share on other sites More sharing options...
DirtySanchez Posted August 1, 2015 Report Share Posted August 1, 2015 Australia buildings //custom australia ["Land_Hangar_2", 0], ["Land_Panelak2", 0], ["Land_Tovarna2", 0], ["Land_IGA_GeneralStore2", 0], ["Land_A_Office01", 0], ["Land_HouseB1", 0], ["Land_HouseC1_L", 0], ["Land_HouseA", 0], ["Land_A_Office02", 0], ["Land_Vysilac_budova", 0], ["Land_E76_shop_multi1", 0], ["Land_Hotel", 0], ["Land_HouseDoubleAL2", 0], ["Land_Panelak3", 0], ["Land_a_stationhouse", 0], ["Land_Army_hut_int", 1], ["Land_Army_hut3_long_int", 1], ["Land_Pub_C", 0], ["Land_CommonwealthBank", 0], ["Land_E76_shop_single1", 0], ["Land_Centrelink", 0], ["Land_Hut_old02", 0], ["Land_Pub_A", 0], ["Land_PostB", 0], ["Land_House_C_10_EP1", 0], ["Land_Hut06", 0], ["Land_Budova1", 0], ["Land_Budova2", 0], ["Land_Ammostore2", 0], ["Land_A_Office02C", 0], ["AustraliaPost", 0], ["Land_HouseA1_L", 0], ["Land_HouseB", 0], ["Land_HouseC_R", 0], ["Land_HouseDoubleAL", 0], ["Land_E76_gasstation", 0], ["Land_Budova4_in", 0], ["Land_Garaz_bez_tanku", 0], ["Land_Garaz_s_tankem", 0], ["Land_Benzina_schnell", 0], ["Land_Garaz", 0], ["Land_Garaz_long_open", 0], ["Land_Garaz_mala", 0], ["Land_Ss_hangar", 1], ["Land_Ss_hangard", 1], ["Land_E76_Hotel", 0], ["Land_Majak", 0], ["Land_Majak_v_celku", 0], ["Land_WIP_F", 0], ["WarfareBAirport", 1], ["WarfareBDepot", 1], ["CDF_WarfareBFieldhHospital", 1], ["GUE_WarfareBFieldhHospital", 1], ["INS_WarfareBFieldhHospital", 1], ["RU_WarfareBFieldhHospital", 1], ["USMC_WarfareBFieldhHospital", 1] I hope they add the supported maps thread so we can put these lovelies in the right places! Thanks TOPHI Link to comment Share on other sites More sharing options...
Tophi Posted August 1, 2015 Report Share Posted August 1, 2015 Tophi, thank you saved me and many others the time going into the editor to get this list. Greatly appreciated. your welcome the only i need to add when i have time is the prisons and the cops stations buildings... thanks to DirtySanches that makes them enterable Does it include the buildings in Esseker or do we have to add them ourself? nope they dont... i havent check that map but is easy to do it a3editor is the answer to do that hehe just go on it and browse all the cities for buildings click on them copy and paste and then save them to a sqf. file I hope they add the supported maps thread so we can put these lovelies in the right places! Thanks TOPHI your welcome bro and agreeee Link to comment Share on other sites More sharing options...
TolH Posted August 1, 2015 Report Share Posted August 1, 2015 I had no luck, as you said I ended up removing the buildings that were causing the problem. Now only very little coverage though ... that sucks. I think i will wait until they come out with the Panthera. I may switch to Esseker for the moment. I am not sure, still in development. can't remember where i found it, but for the floating loot it was saying to modify 2 files, "Lootspawner.sqf" and "fn_LSgetBuildingstospawnLoot.sqf". Replace all "GroundWeaponHolder" to "WeaponHolderSimulated" from the 2 files. edit: Found it back here http://killzonekid.com/arma-rotating-weapon-holders/ In ArmA 2 the weapon holder object is just called that - WeaponHolder. In ArmA 3 there are at least 2 different weapon holder objects I know of. One is called GroundWeaponHolder and another one is WeaponHolderSimulated. The difference is that simulated weapon holder is kind of affected by environment. If you place it above the ground for example it will fall down on the ground. Ground weapon holder, on the other hand, will be floating in the air. Also I suspect that simulated weapon holder would be synced over network a bit more often. Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 2, 2015 Report Share Posted August 2, 2015 !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: **************** has no building positions --" Am I correct in assuming "building positions" are defined somewhere in the actual map add-on (such "namalsk.pbo")? Link to comment Share on other sites More sharing options...
Kronky Posted August 2, 2015 Report Share Posted August 2, 2015 can't remember where i found it, but for the floating loot it was saying to modify 2 files, "Lootspawner.sqf" and "fn_LSgetBuildingstospawnLoot.sqf". Replace all "GroundWeaponHolder" to "WeaponHolderSimulated" from the 2 files. edit: Found it back here http://killzonekid.com/arma-rotating-weapon-holders/ i tried that but the items spawn under the buildings and sometimes some guns spawn on the ceiling ... so that change is not that good. But thank you for the effort. Link to comment Share on other sites More sharing options...
Kronky Posted August 2, 2015 Report Share Posted August 2, 2015 !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: **************** has no building positions --" Am I correct in assuming "building positions" are defined somewhere in the actual map add-on (such "namalsk.pbo")? I actually believe is located in one of the pbo's that are in the @Epoch. I don't think the map has anything to do with loots. Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 2, 2015 Report Share Posted August 2, 2015 hmmmm but this script was originally written for mods other than epoch? I assume the loot locations it looks for can't be in @Epoch or it wouldn't work on the other mods such as wasteland? Link to comment Share on other sites More sharing options...
Dawg Posted August 2, 2015 Report Share Posted August 2, 2015 Steyou2014 There is actually a building list in the same folder as the loot list. That warning message means simply that there is a building in your building list that is not on the map you are currently using. I confirmed that when I configured my loot script to Australia as I added lots of buildings to make sure I got full coverage. The script itself should have an example file or 2 which should have building lists for Altis Chernarus and I think Borholm. The custom buildings for Australia is in this thread on the previous page. However more I play the map I see it has buildings from Tavi, Takistan, Altis,and Chernarus. I am not sure what map you are trying to configure it for. I hope this info is useful Link to comment Share on other sites More sharing options...
matrixmark Posted August 9, 2015 Report Share Posted August 9, 2015 Firstly thanks for posting this :D Secondly: Holy shit this spams my RPT with a f*ck load of errors. It's running on A3 Epoch. I cant paste them all here..so i'll paste into pastebin. Here: http://pastebin.com/GvhTTiWY Link to comment Share on other sites More sharing options...
grodan99 Posted August 11, 2015 Report Share Posted August 11, 2015 https://github.com/BoleParty/HighLoot Link to comment Share on other sites More sharing options...
Dawg Posted August 11, 2015 Report Share Posted August 11, 2015 Firstly thanks for posting this :D Secondly: Holy shit this spams my RPT with a f*ck load of errors. It's running on A3 Epoch. I cant paste them all here..so i'll paste into pastebin. Here: http://pastebin.com/GvhTTiWY I looked over the beginning of this RPT because I too get a lot of error using this script. What your getting is fixable errors though. "21:18:03 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 104" when you see something like this means something you changed did not work. Either the classname is wrong or maybe you are missing some like a Comma. I can tell you if you are trying to keep the boxes on the bottom of the loot list from spawning removing them wont work. Got to the Lootspawner SQF near the top where you can set the probability of what will spawn in each building class. There is a description for what the set of numbers mean. (If yours dont have a description let me know I can sent you a copy that does) One of the category here pertains to the boxes. Set that category to -1 for all building class. Thats it the boxes wont spawn. THis would also include the fuel cans and what not they are all part of that category. I learned this the hard way. If that is not what you are trying to do, you cant figure out what you did wrong? Upload your sqf and I and or others may see what you are not. I have learned though when you get a specific line in the error like above it is something you can correct. Unlike the mission body parts for AI and vehicles. LOL. spartan 1 Link to comment Share on other sites More sharing options...
Xzempt Posted August 15, 2015 Report Share Posted August 15, 2015 Does anyone get these errors spammed in their logs? It's every 3-10 seconds 3:19:39 Error in expression <m); _lootholder addBackpackCargoGlobal [_loot, 1]; _lootholder setdir (random 36> 3:19:39 Error position: <_loot, 1]; _lootholder setdir (random 36> 3:19:39 Error Undefined variable in expression: _loot 3:19:39 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 113 3:19:39 Error in expression <d", "repairkit", true]; }; 3:09:48 Error in expression <d", "repairkit", true]; }; if (({_x == _loot} count exclcontainer_list) > 0) th> 3:09:48 Error position: <_loot} count exclcontainer_list) > 0) th> 3:09:48 Error Undefined variable in expression: _loot 3:09:48 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 146 3:09:48 Error in expression <d", "repairkit", true]; }; 3:09:48 Error in expression <cteditem); _lootholder = createVehicle [_loot, _tmpPos, [], 0, "CAN_COLLIDE"]; i> 3:09:48 Error position: <_loot, _tmpPos, [], 0, "CAN_COLLIDE"]; i> 3:09:48 Error Undefined variable in expression: _loot 3:09:48 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 121 3:09:54 Error in expression <ditem); _lootholder addItemCargoGlobal [_loot, 1]; _lootholder setdir (random 36> 3:09:54 Error position: <_loot, 1]; _lootholder setdir (random 36> 3:09:54 Error Undefined variable in expression: _loot 3:09:54 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 104 they are being spammed a good bit I haven't edited the script at all. Only thing I have touched is the LootSpawner.sqf Link to comment Share on other sites More sharing options...
simon1603 Posted August 27, 2015 Report Share Posted August 27, 2015 (edited) delete pls - sorted Edited August 27, 2015 by simon1603 no longer required Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 28, 2015 Report Share Posted August 28, 2015 Is it possible to cluster certain loot items to always spawn together (for instance a rifle+3 of it's magazines) Link to comment Share on other sites More sharing options...
Kenobi Posted August 28, 2015 Report Share Posted August 28, 2015 Yes, Cameltoe posted solution for this on 14 April in this thread. SteYou2014 1 Link to comment Share on other sites More sharing options...
SteYou2014 Posted August 29, 2015 Report Share Posted August 29, 2015 Yes, Cameltoe posted solution for this on 14 April in this thread.thnx :D Link to comment Share on other sites More sharing options...
spartan Posted August 31, 2015 Report Share Posted August 31, 2015 (edited) Double Post. Edited August 31, 2015 by spartan double post Link to comment Share on other sites More sharing options...
spartan Posted August 31, 2015 Report Share Posted August 31, 2015 (edited) I looked over the beginning of this RPT because I too get a lot of error using this script. What your getting is fixable errors though."21:18:03 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 104"when you see something like this means something you changed did not work. Either the classname is wrong or maybe you are missing some like a Comma. I can tell you if you are trying to keep the boxes on the bottom of the loot list from spawning removing them wont work. Got to the Lootspawner SQF near the top where you can set the probability of what will spawn in each building class. There is a description for what the set of numbers mean. (If yours dont have a description let me know I can sent you a copy that does) One of the category here pertains to the boxes. Set that category to -1 for all building class. Thats it the boxes wont spawn. THis would also include the fuel cans and what not they are all part of that category. I learned this the hard way. If that is not what you are trying to do, you cant figure out what you did wrong? Upload your sqf and I and or others may see what you are not. I have learned though when you get a specific line in the error like above it is something you can correct. Unlike the mission body parts for AI and vehicles. LOL. I am trying to solve the same rpt errors and appreciate your post Dawg but need that description of the numbers so would appreciate a copy. Edit to add:It is ok now I found it I was having a derp moment there. lol Edited August 31, 2015 by spartan Update Link to comment Share on other sites More sharing options...
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