Revoplay Posted January 28, 2014 Report Share Posted January 28, 2014 Any Hints or something? I found this in dayz_code if (DZE_MissionLootTable) then { _config = missionConfigFile >> "CfgBuildingLoot"; } else { _config = configFile >> "CfgBuildingLoot"; }; But how? I think missionConfigFile will be init.sqf, but then? And with files do i need? Link to comment Share on other sites More sharing options...
0 vbawol Posted January 28, 2014 Report Share Posted January 28, 2014 1. Make a new folder in your mission file called "loottables". copy the hpp files from here https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot into your loottable folder. 2. Open description.ext and add these lines just after the line that contains: "enableItemsDropping = 0;" #include "loottables\CfgBuildingLoot.hpp" 3. Add DZE_MissionLootTable = true; to your init.sqf near the "// DayZ Epoch config" section. *This is not for the lighthearted as much more documentation is needed for everyone to fully understand what everything does. Revoplay, th3c0re, ruubje11 and 4 others 7 Link to comment Share on other sites More sharing options...
0 Revoplay Posted January 28, 2014 Author Report Share Posted January 28, 2014 Thank you verrrrrrrrrrrrrrrrrry much ;) Link to comment Share on other sites More sharing options...
0 ranoko Posted January 28, 2014 Report Share Posted January 28, 2014 Thank you so much for this!! Link to comment Share on other sites More sharing options...
0 Firefly Posted January 28, 2014 Report Share Posted January 28, 2014 Sticky and thank you! Link to comment Share on other sites More sharing options...
0 Revoplay Posted January 28, 2014 Author Report Share Posted January 28, 2014 1. Make a new folder in your mission file called "loottables". copy the hpp files from here https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot into your loottable folder. 2. Open description.ext and add these lines just after the line that contains: "enableItemsDropping = 0;" #include "loottables\CfgBuildingLoot.hpp" #include "loottables\CfgLootSmall.hpp" #include "loottables\cfgLoot.hpp" 3. Add DZE_MissionLootTable = true; to your init.sqf near the "// DayZ Epoch config" section. *This is not for the lighthearted as much more documentation is needed for everyone to fully understand what everything does. Ok, I have done this all and now getting this Error when the first Player join the Server: ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\loottables\CfgLootSmall.hpp, line 562: .CfgLootSmall: Member already defined. I doesnt changed anything on the Loottables. Simply created the Files Anyone else getting this Error? Link to comment Share on other sites More sharing options...
0 vbawol Posted January 28, 2014 Report Share Posted January 28, 2014 Oh yes forgot, see my edit we only need to include the one file as the others are included inside this file. #include "loottables\CfgBuildingLoot.hpp" Link to comment Share on other sites More sharing options...
0 Revoplay Posted January 28, 2014 Author Report Share Posted January 28, 2014 Thanks again. And congratulations to your 1000's Post ;) Link to comment Share on other sites More sharing options...
0 WEB11 Posted January 29, 2014 Report Share Posted January 29, 2014 I already have custom loot tables from a previous mod. Where do I add my CfgLootSmall.hpp and cfgLoot.hpp files? Link to comment Share on other sites More sharing options...
0 Brummelpuh Posted January 29, 2014 Report Share Posted January 29, 2014 Oh yes forgot, see my edit we only need to include the one file as the others are included inside this file. #include "loottables\CfgBuildingLoot.hpp" Cheers... If they are included why i can not find the classname "Chainsaw" in it. Inside the cfgLoot.hpp file i can find this classname and spawnrate!? :huh: Sry for that stupid question! I am not able to read everything... Damn, english is so hard for me. Greetings from Germany :rolleyes: Link to comment Share on other sites More sharing options...
0 slittcer Posted January 30, 2014 Report Share Posted January 30, 2014 Do the custom loot files on the github have the same spawn chances as the original spawns as if i wan't using custom loot tables? Only reason i added them was to remove the launcher that was added but now it seems that spawns are very rare with those configs compared to not having the custom loot tables. Link to comment Share on other sites More sharing options...
0 feelgood Posted January 30, 2014 Report Share Posted January 30, 2014 please help me! how to remove MAAWS (rocket launcher) from loot tables? sorry :) delete my post Link to comment Share on other sites More sharing options...
0 cen Posted January 31, 2014 Report Share Posted January 31, 2014 Removed M107, MAAWS Rocket Launcher, and Satchel Charges if anyone is interested. https://www.dropbox.com/sh/r6ay8shjhvyseo4/3rw5T1yYGd maca134 and antartis 2 Link to comment Share on other sites More sharing options...
0 antartis Posted January 31, 2014 Report Share Posted January 31, 2014 Removed M107, MAAWS Rocket Launcher, and Satchel Charges if anyone is interested. https://www.dropbox.com/sh/r6ay8shjhvyseo4/3rw5T1yYGd awesome! Link to comment Share on other sites More sharing options...
0 maca134 Posted January 31, 2014 Report Share Posted January 31, 2014 Removed M107, MAAWS Rocket Launcher, and Satchel Charges if anyone is interested. https://www.dropbox.com/sh/r6ay8shjhvyseo4/3rw5T1yYGd Why were they added in the first place? Link to comment Share on other sites More sharing options...
0 feelgood Posted January 31, 2014 Report Share Posted January 31, 2014 didnt work for me ( MAAWS and m107 spawns anyway please help me to remove they from loot tables Link to comment Share on other sites More sharing options...
0 blckeagls Posted January 31, 2014 Report Share Posted January 31, 2014 This method does not work with 1.0.4...... I did a test: class MilitarySpecial: Default { zombieChance = 0.4; minRoaming = 2; maxRoaming = 6; zombieClass[] = {"z_soldier_heavy"}; lootChance = 0.4; lootPos[] = {}; itemType[] = {{ "militaryammo","single" }}; itemChance[] = {1}; itemTypeSmall[] = {{ "militaryammo","single"}}; itemChanceSmall[] = {1}; }; Barrack's spawned guns and no vehicle ammo.... Link to comment Share on other sites More sharing options...
0 feelgood Posted February 1, 2014 Report Share Posted February 1, 2014 i used loottable files from github for 1.0.3 version and it seems they have worked for me Link to comment Share on other sites More sharing options...
0 slittcer Posted February 1, 2014 Report Share Posted February 1, 2014 Removed the 107, launcher and satchels but players are still finding them. But i'm guessing something is wrong with DZE_MissionLootTable in 1.0.4? From the 1.0.4.1 changelog [FIXED] DZE_MissionLootTable - Some things are missing. @vbawol @Skaronator Link to comment Share on other sites More sharing options...
0 vladsnakedragon Posted February 3, 2014 Report Share Posted February 3, 2014 Hello, I've not had a chance to fiddle with the new loot-table stuff until I understand how it works specifically. Mostly, it's straight forward, however, I'm seeing all these 0.xx values under ItemChance. While I understand that it represents a percentage (0.04 being 4%), what other relation does it have to the items above? Does the Item Chance in first line, relate to the chance of the equivalent line to the table above it? And just to Clarify, the CFGBuildingLoot.hpp contains both variables for Zombies and the relative building they spawn in/around? (With the first table set of items being zombie-loot (With ItemType) , and the second being building loot (With ItemTypeSmall)) The item loot table classes themselves I understand are hard-coded into the map itself, so if a spawn is designated as Industrial, it will spawn in industrial areas of the same class between any DayZ/Epoch supported maps, or is there something else I'm missing that relates to actual loot point/coords? One last questions: Is it also possible to designate specific weapons to have specific spawn-rates, or do I have to use the categories? Is there a list somewhere that shows me what is contained in these categories? (So say I want to have all the primary weapons listed with specific spawn-rates in a barracks, rather than a category of itself, but still be able to put a pistols category in there to generalize pistol spawning) <Sorry, first post, figured this would be the appropriate addition, since someone else may go reading this thread with the same questions, if needed, I can move it to a new threads) Link to comment Share on other sites More sharing options...
0 wokkelwakker Posted February 6, 2014 Report Share Posted February 6, 2014 Somehow i still have the MAAWS spawning @ the helicopter crash of the WAI mission system. I'm sure i installed it right, and removed the correct lines. I see that the other .hpp files are called within the first .hpp that's called through description.ext like this: " #include "cfgLoot.hpp" " But as they are inside this loottables folder, shouldn't it be this?: " #include "loottables/cfgLoot.hpp" " Link to comment Share on other sites More sharing options...
0 cen Posted February 6, 2014 Report Share Posted February 6, 2014 The variable isn't working on 1.0.4, you need to wait until 1.0.4.1 or pull a lot of files over if you want it to work now. Link to comment Share on other sites More sharing options...
0 wokkelwakker Posted February 6, 2014 Report Share Posted February 6, 2014 I see :P What is a lot, or any idea on which ones? Link to comment Share on other sites More sharing options...
0 cen Posted February 6, 2014 Report Share Posted February 6, 2014 Off the top of my head: building_spawnLoot.sqf building_spawnZombies.sqf loot_init.sqf player_spawnCheck.sqf spawn_loot.sqf zombie_generate.sqf CfgBuildingLoot.hpp CfgLootSmall.hpp cfgLoot.hpp Link to comment Share on other sites More sharing options...
0 th3c0re Posted February 8, 2014 Report Share Posted February 8, 2014 NVM srry delted by user Link to comment Share on other sites More sharing options...
0 WEB11 Posted February 10, 2014 Report Share Posted February 10, 2014 Used this to change the loot table on zombies but the custom loot is also spawning on the ground in buildings even tho I haven't changed the buildings config file. Any idea on how to fix this? Link to comment Share on other sites More sharing options...
Question
Revoplay
Any Hints or something?
I found this in dayz_code
But how?
I think missionConfigFile will be init.sqf, but then? And with files do i need?
Link to comment
Share on other sites
Top Posters For This Question
10
7
4
4
Popular Days
Jan 28
9
Mar 16
5
Jan 31
5
Feb 16
4
Top Posters For This Question
cen 10 posts
BetterDeadThanZed 7 posts
Revoplay 4 posts
ATRealMaster 4 posts
Popular Days
Jan 28 2014
9 posts
Mar 16 2014
5 posts
Jan 31 2014
5 posts
Feb 16 2014
4 posts
Popular Posts
vbawol
1. Make a new folder in your mission file called "loottables". copy the hpp files from here https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot into your loottable f
cen
Removed M107, MAAWS Rocket Launcher, and Satchel Charges if anyone is interested. https://www.dropbox.com/sh/r6ay8shjhvyseo4/3rw5T1yYGd
70 answers to this question
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now