Honey Bee Posted August 15, 2017 Report Share Posted August 15, 2017 Hey, did anybody know, how to change the loottable in shipwecks? I mean the little boxes in water. thx Honey Bee Link to comment Share on other sites More sharing options...
Grahame Posted August 15, 2017 Report Share Posted August 15, 2017 Look at the Shipwreak class (yes, it is spelt like that...) in the loot tables in your epoch_server_settings.pbo (path in that is configs/CfgLootTable.hpp or CfgLootTable_CUP.hpp) Sneer 1 Link to comment Share on other sites More sharing options...
Honey Bee Posted August 15, 2017 Author Report Share Posted August 15, 2017 that is what i did, but i don´t understand whats the Numbers mean, I think ist the % of the loottable but i´m not shure Link to comment Share on other sites More sharing options...
Grahame Posted August 15, 2017 Report Share Posted August 15, 2017 class Shipwreak { items[] = { { { "Gems", "CfgLootTable" }, 5 }, { { "MetalBars", "CfgLootTable" }, 26 }, { { "PartOreGold", "magazine" }, 10 }, { { "PartOreSilver", "magazine" }, 13 }, { { "ItemKiloHemp", "magazine" }, 12 }, { { "ItemScraps", "magazine" }, 16 }, { { "PartOre", "magazine" }, 18 } }; }; The items in this table are the name, type and percentage chance. For the first two, Gems and MetalBars, with a 5 and 26% chance respectively they say to look at other tables, see below. For the other items, they are magazines - specific items - with their own percentage chance. The Gems and MetalBars tables are: class MetalBars { items[] = { { { "ItemGoldBar10oz", "magazine" }, 1 }, { { "ItemGoldBar", "magazine" }, 9 }, { { "ItemSilverBar", "magazine" }, 20 }, { { "ItemCopperBar", "magazine" }, 20 }, { { "ItemAluminumBar", "magazine" }, 20 }, { { "ItemTinBar", "magazine" }, 30 } }; }; class Gems { items[] = { { { "ItemJade", "magazine" }, 5 }, { { "ItemRuby", "magazine" }, 8 }, { { "ItemSapphire", "magazine" }, 9 }, { { "ItemTopaz", "magazine" }, 10 }, { { "ItemOnyx", "magazine" }, 10 }, { { "ItemAmethyst", "magazine" }, 10 }, { { "ItemEmerald", "magazine" }, 10 }, { { "ItemCitrine", "magazine" }, 10 }, { { "ItemGarnet", "magazine" }, 13 }, { { "ItemQuartz", "magazine" }, 15 } }; }; In these tables, which are called up if the weighted percentage hits their entries in the original table, there are percentage chances of each of these specific "magazines" being found... Note: vehicle, magazine, weapon, item are ARMA specific definitions and do not necessarily mean that a "magazine" is a magazine... they are configuration definitions. For example, every person is a a vehicle, as is a building... but that's probably TMI... Link to comment Share on other sites More sharing options...
Grahame Posted August 15, 2017 Report Share Posted August 15, 2017 So, in the simplest of cases, say you wanted to make the shipwreck loot really high value, you could do that by changing the table to look like this: class Shipwreak { items[] = { { { "ItemGoldBar10oz", "magazine" }, 15 }, { { "ItemGoldBar", "magazine" }, 20 }, { { "ItemJade", "magazine" }, 15 }, { { "ItemRuby", "magazine" }, 15 }, { { "ItemSapphire", "magazine" }, 20 }, { { "ItemOnyx", "magazine" }, 15 } }; }; This would give a 15% chance of a 10oz gold bar, 20% of a 1oz bar, 15% chance of a Jade gem, etc... Helion4 1 Link to comment Share on other sites More sharing options...
Honey Bee Posted August 19, 2017 Author Report Share Posted August 19, 2017 thank you Link to comment Share on other sites More sharing options...
vbawol Posted August 21, 2017 Report Share Posted August 21, 2017 Just to note, next update will have the spelling fixed: Shipwreak > Shipwreck Link to comment Share on other sites More sharing options...
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