Jump to content
RHE24

Mega Loot Tables Epoch 1.0.6.1

Recommended Posts

Loottables-for-Epoch-1.0.6.1 and Legacy-1.0.5.1

[for 1.0.6.1 see down below!!]

=============1.0.5.1===========================

Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch-1.0.6.1-Legacy-1.0.5.1/archive/master.zip

Extract the MegaLoot Ordner and copy it in your mission.pbo.

In your init.sqf: find DZE_MissionLootTable = false; set it to true.

Like this: DZE_MissionLootTable = true; //Custom Loot Tables

then go to your description.ext and paste this:

#include "MegaLoot\CfgBuildingLoot.hpp"

at the top of your description.ext

thats it, you are done Now happy Looting

=============1.0.5.1===========================

=============1.0.6.1===========================

Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch-1.0.6.1-Legacy-1.0.5.1/archive/master.zip

Extract the dayz_code Ordner and copy it in your mission.pbo.

In your init.sqf: find DZE_MissionLootTable = false; set it to true.

Like this: DZE_MissionLootTable = true; //Custom Loot Tables

then go to your description.ext and paste this:

#include "dayz_code\Configs\CfgLoot\CfgLoot.hpp"

at the top of your description.ext

then find:  #include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp"   exclude or delete it

thats it, you are done Now happy Looting

=============1.0.6.1===========================

our Post on Epoch Mod: https://epochmod.com/forum/topic/43914-mega-loot-tables-epoch-1061/

==================================================================

This is an example of how to use your own Loot Tables on your Mission :)

==================================================================

Share this post


Link to post
Share on other sites

This works nice, using it now on 1.0.6.1. 

But I still have a litle trouble that I dont recall from 1.0.5.1... I added extra barracks and buildings to the map and there is allways totally empty baracks now... while others have lots of loot.

Are there anywhere to increase so the totally empty at least have some small loot?

 

Share this post


Link to post
Share on other sites
6 hours ago, JonasF said:

This works nice, using it now on 1.0.6.1. 

But I still have a litle trouble that I dont recall from 1.0.5.1... I added extra barracks and buildings to the map and there is allways totally empty baracks now... while others have lots of loot.

Are there anywhere to increase so the totally empty at least have some small loot?

 

The sqf who spawns the barracks. Check if barracks id start with Land_ and not with MAP_

Share this post


Link to post
Share on other sites
On 24.5.2017 at 9:41 PM, Dzhabrailov said:

 

How to change loot I do not understand 

hmm, see the first Post = Install for Legacy and 1.0.6.x

Share this post


Link to post
Share on other sites
On 5/20/2017 at 2:33 AM, juandayz said:

The sqf who spawns the barracks. Check if barracks id start with Land_ and not with MAP_

They are correctly named in the sqf and most have loot but in some places they are allways empty... wasnt like this in 1.0.5.1 :(

Share this post


Link to post
Share on other sites

So what are the real differences between this and JasonTM's loot tables? Can anyone do a pro/con list?

Just trying to decide which one id prefer. Tyvm for any input and loving all these awesome additions and the work that goes into them!

More precisely, I see your method differs vastly from JasonTM's which has enhanced the loot spawns along with adding overwatch items. Im not tracking the method used with yours. It looks like you not only enhanced the loot and spawns, but the difficulty in which one must go through to get them. I kinda like that, greater risk greater reward. But before I let my assumptions get ahead of me, ill wait for your response!

Share this post


Link to post
Share on other sites

First of all, thanks for all of your hard work on this addition!

I'm running a 1.0.6.1 Epoch server and I really want to make this work, but I am having some difficulties:

1.  I do not have this line in my init.sqf: DZE_MissionLootTable = false;, so I can't set it to true.

2.  Leaving the above line out seems to increase the loot for the default barracks but, like the poster above, barracks that have been added as additions are completely empty and do not spawn any loot at all.

Anyone have any ideas?

Thanks!

Share this post


Link to post
Share on other sites
1 hour ago, Vladick said:

First of all, thanks for all of your hard work on this addition!

I'm running a 1.0.6.1 Epoch server and I really want to make this work, but I am having some difficulties:

1.  I do not have this line in my init.sqf: DZE_MissionLootTable = false;, so I can't set it to true.

2.  Leaving the above line out seems to increase the loot for the default barracks but, like the poster above, barracks that have been added as additions are completely empty and do not spawn any loot at all.

Anyone have any ideas?

Thanks!

See this post

 

Share this post


Link to post
Share on other sites

bump on this.

I've added military barracks around the map, but most of them aren't spawning loot. There is lootpos for Land_Barracks_i in the loot tables for example, do I need to add each barrack pos to this list or just their rough location? Or can I remove lootpos entirely to spawn loot in every barrack on the map?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By Tricks
      Hello community,
      I am working on a custom mission that takes place over the waters of Chernarus. Its actually an Aircraft Carrier mission I had on my server in 2014. However I can't seem to get loot to spawn on the ship.
      Has anyone had any success in spawning custom loot boxes over water or on the carrier?
      Thanks!
    • By webbie
      Hi all, Pretty big noob too Epoch.
      Ive done Lots of Arma and Exile but for something new and seeing some good development going on with Epoch, I thought we would give it a try. 
      I want to use lingor, its working fine however i'm really not seeing any loot maybe 1 very sparingly so is their a trick to making this work?
      I do alot of my own research but being in totally foreign turf I thought Id ask some experts,
       
      Thax in Advance
    • By Efixea
      I have a server i started not too long ago hosted by GTX. I had InfiSTAR installed by the support and server was working decent. After  EPOCH updated to 1.1 my server does not have loot in any building. Very few containers spawn with anything usefull in them....Furniture in houses and loot piles will have generic loot like moist towlettes and paint or minimal building supplies.
      I do not see blue tarps on the map anymore and cargo with loot spawns maybe 3 or 4 in an entire day of the server being up and running.
      No AI spawns in any area of map at any time of the day.  Have been playing over a week now and nothing spawns anywhere.
      and it NEVER stops raining.
       
      I am VERY noob when it comes to adding scripts or mods to servers myself. I played an Arma 2 server about 2 years ago and learned a bit about this stuff. since then i have been re-learing everything.
      the only thing i have installed is Zombies and Demons. Nothing else has been changed or edited by me.
       
      Is there anything i can edit myself to change any of this?  should i have the server reinstalled?
    • By Tricks
      Hello all,
      Quick question, how do I adjust loot spawn percentages in 1.0.6? Do I have to create my own custom loot?
       
      Thanks
    • By randall421
      The loot spawning on my server will respawn or cycle right infrnt of you if you move more than 5m away or if someone else near you moves 5ft away. I check player_spawncheck.sqf and it looks fine. 
      player_spawncheck.sqf 
      //player_spawncheck.sqf private ["_isWreck","_maxControlledZombies","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_nearbyBuildings","_position","_speed","_radius","_maxlocalspawned","_maxWeaponHolders","_currentWeaponHolders","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"]; _age = -1; //_nearbyBuildings = []; _position = [player] call fnc_getPos; _speed = speed (vehicle player); _radius = 200; //150*0.707; Pointless Processing (106.5) _spawnZedRadius = 20; /* //Tick Time PVDZ_getTickTime = player; publicVariableServer "PVDZ_getTickTime"; */ //Total Counts _maxlocalspawned = round(dayz_spawnZombies); _maxControlledZombies = round(dayz_maxLocalZombies); _maxWeaponHolders = round(dayz_maxMaxWeaponHolders); _currentWeaponHolders = round(dayz_currentWeaponHolders); //Limits (Land,Sea,Air) _inVehicle = (vehicle player != player); /* _isAir = vehicle player iskindof "Air"; _isLand = vehicle player iskindof "Land"; _isSea = vehicle player iskindof "Sea"; if (_isLand) then { } else { }; if (_isAir) then { } else { }; if (_isSea) then { } else { }; */ _doNothing = false; if (_inVehicle) then { _Controlledzeddivided = 0; //exit if too fast if (_speed > 25) exitwith {_doNothing = true;}; //Crew can spawn zeds. _totalcrew = count (crew (vehicle player)); if (_totalcrew > 1) then { _Controlledzeddivided = 2; //Dont allow driver to spawn if we have other crew members. if (player == driver (vehicle player)) exitwith {_doNothing = true;}; } else { _Controlledzeddivided = 4; }; if (_Controlledzeddivided > 0) then { _maxControlledZombies = round(_maxControlledZombies / _Controlledzeddivided); r_player_divideinvehicle = _Controlledzeddivided; }; }; if (_doNothing) exitwith {}; /*if ("ItemMap_Debug" in items player) then { deleteMarkerLocal "MaxZeds"; deleteMarkerLocal "Counter"; deleteMarkerLocal "Loot30"; deleteMarkerLocal "Loot120"; deleteMarkerLocal "Agro80"; _markerstr = createMarkerLocal ["MaxZeds", _position]; _markerstr setMarkerColorLocal "ColorYellow"; _markerstr setMarkerShapeLocal "ELLIPSE"; _markerstr setMarkerBrushLocal "Border"; _markerstr setMarkerSizeLocal [_radius, _radius]; _markerstr1 = createMarkerLocal ["Counter", _position]; _markerstr1 setMarkerColorLocal "ColorRed"; _markerstr1 setMarkerShapeLocal "ELLIPSE"; _markerstr1 setMarkerBrushLocal "Border"; _markerstr1 setMarkerSizeLocal [_radius+100, _radius+100]; _markerstr2 = createMarkerLocal ["Agro80", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [80, 80]; _markerstr2 = createMarkerLocal ["Loot30", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [30, 30]; _markerstr3 = createMarkerLocal ["Loot120", _position]; _markerstr3 setMarkerColorLocal "ColorBlue"; _markerstr3 setMarkerShapeLocal "ELLIPSE"; _markerstr3 setMarkerBrushLocal "Border"; _markerstr3 setMarkerSizeLocal [120, 120]; diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies)); //Logging diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck", _maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies, dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]); };*/ // nearObjects is faster than nearestObjects when sorting by distance isn't needed // "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.) _nearby = _position nearObjects ["Building",_radius]; _maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8); if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; }; //Spawn Zeds & loot in buildings { _type = typeOf _x; _config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type; _canSpawn = isClass (_config); if (_canSpawn) then { _dis = _x distance player; _checkLoot = (count (getArray (_config >> "lootPos"))) > 0; _islocal = _x getVariable ["", false]; // object created locally via TownGenerator. //Make sure wrecks always spawn Zeds _isWreck = _x isKindOf "CrashSite"; //Loot if (getNumber(_config >> "lootChance") > 0) then { if (_currentWeaponHolders < _maxWeaponHolders) then { //Basic loot check if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then { _serverTime = serverTime; _looted = (_x getVariable ["looted",_serverTime]); _age = _serverTime - _looted; //Building refresh rate if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then { _x setVariable ["looted",_serverTime,!_islocal]; _x call building_spawnLoot; if (!(_x in dayz_buildingBubbleMonitor)) then { dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime]; }/* else { diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime]; }*/; }; }; }; //Zeds if (getNumber(_config >> "zombieChance") > 0) then { if (_dis > _spawnZedRadius) then { _serverTime = serverTime; _zombied = (_x getVariable ["zombieSpawn",_serverTime]); _age = _serverTime - _zombied; if ((_age == 0) or (_age > 300)) then { if (!_isWreck) then { if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]); if (_zombiesNum == 0) then { _x setVariable ["zombieSpawn",_serverTime,!_islocal]; if (!(_x in dayz_buildingBubbleMonitor)) then { //add active zed to var dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //start spawn [_x] call building_spawnZombies; }; //diag_log (format["%1 building. %2", __FILE__, _x]); }; } else { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]); //Should be a wreck if (_zombiesNum == 0) then { [_x,_isWreck] call building_spawnZombies; }; }; }; }; }; }; } forEach _nearby; At first I thought it was a respawn timer issue or something like that but if you don't move the loot will stay, you have to back away from it or someone else has to get within range and its not like you have to run away for this to happen, you can just back up a few steps and watch the loot change right infront of you. I have been playing around with it just trying to see if i can figure it out but if anyone knows what i should do or can at least point me in the right direction it would be a huge help.
       
      Thanks
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...