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 tkdmaster Posted April 18, 2014 Report Share Posted April 18, 2014 I'm currently finding this to be quite a difficult task to complete...I've added the line into description.ext, as well as the call in the init.sqf. I've then copied over the 4 files into the loottables folder and added the line at the bottom of cfgbuildingloot.hpp for cfgloot.hpp, yet no changes at all when i mess with the spawn chances... Specifically i'm editing the militaryammo section of cfgloot to spawn in more ammo types for vehicles, but despite even taking out all others and just leaving the new one, it seems to be using default values regardless of my changes. any idea what i might be doing wrong here? EDIT: Well, it seems that i did indeed have it working, just not as i had hoped.. I was trying to get the Ammo Supply Box to include more ammunition types, but it seems to not pull from the militaryammo section at all, in fact, I got no clue as to where its getting its loot table from...anyone got any idea where it might be? Link to comment Share on other sites More sharing options...
0 Snowfake Posted April 18, 2014 Report Share Posted April 18, 2014 I have this working fine but the problems I am having on my server is that one of items I have set to what I thought was 1% seem to be spawning all over the place. Here is a quick look at how I have my sniper rifles set out. sniperrifles[] = { { "AK_107_PSO", "M4SPR", "M40A3", "SVD_CAMO", "SVD_des_EP1", "SVD", "huntingrifle", "M24_des_EP1", "M24", "BAF_LRR_scoped", "M107_DZ", "KSVK_DZE", "VSS_vintorez", "SCAR_H_LNG_Sniper_SD", "M14_EP1", "DMR", "M110_NVG_EP1", "SCAR_H_STD_EGLM_Spect" }, { 0.07, 0.09, 0.09, 0.07, 0.07, 0.08, 0.09, 0.08, 0.07, 0.07, 0.05, 0.05, 0.04, 0.03, 0.02, 0.01, 0.01, 0.005 Link to comment Share on other sites More sharing options...
0 bFe Posted May 9, 2014 Report Share Posted May 9, 2014 I've added the files, update the init and the description and all I'm getting is: 1:55:28 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 1:55:28 "DayZ Epoch: MPframework inited" 1:55:28 Error in expression <eight = round ((_itemChances select _l) * 100); for "_k" from 0 to _weight - 1 d> 1:55:28 Error position: <* 100); for "_k" from 0 to _weight - 1 d> 1:55:28 Error *: Type String, expected Number 1:55:28 File z\addons\dayz_code\init\loot_init.sqf, line 75 Any tips? Link to comment Share on other sites More sharing options...
0 bFe Posted May 10, 2014 Report Share Posted May 10, 2014 bump. Link to comment Share on other sites More sharing options...
0 seeker619 Posted May 11, 2014 Report Share Posted May 11, 2014 Can someone answer a question, what if i already have my own custom variables file??? what changes should i make to it? Link to comment Share on other sites More sharing options...
0 Guest Posted June 22, 2014 Report Share Posted June 22, 2014 if you got this error: 1:55:28 "DayZ Epoch: PRELOAD Functions\init [[<No group>:0 (FunctionsManager)],any]" 1:55:28 "DayZ Epoch: MPframework inited" 1:55:28 Error in expression <eight = round ((_itemChances select _l) * 100); for "_k" from 0 to _weight - 1 d> 1:55:28 Error position: <* 100); for "_k" from 0 to _weight - 1 d> 1:55:28 Error *: Type String, expected Number 1:55:28 File z\addons\dayz_code\init\loot_init.sqf, line 75 you are using the wrong files (probably the files from 1.0.5!) Use these files: https://github.com/vbawol/DayZ-Epoch/tree/Release_1.0.4.2/SQF/dayz_code/Configs/CfgBuildingLoot Link to comment Share on other sites More sharing options...
0 Tech_Support Posted July 2, 2014 Report Share Posted July 2, 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. INSIDE YOUR VARIABLES.SQF LOCATE EITHER CODE 1.0.5.1 HAS THIS CODE IN MINE. ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// if (DZE_MissionLootTable) then { dayz_baseTypes = getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); } else { dayz_baseTypes = getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); }; /////////////////////////////////////////////////////////////////////// AND THIS CODE WAS 1.0.4.2 ////////////////////////////////////////////////////////////////////// if (DZE_MissionLootTable) then { _config = missionConfigFile >> "CfgBuildingLoot";} else { _config = configFile >> "CfgBuildingLoot";}; ////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////// ADDING DZE_MissionLootTable = true; to your init.sqf FILE. THIS WILL MAKE THE SERVER CALL THAT LOCATION FROM YOUR VARIABLES.SQF!!! SETTING THIS INSIDE description.ext #include "loottables\CfgBuildingLoot.hpp" IS A DIFFERENT LOCATION TO THE FILE PATH IF YOU SET THAT YOU NEED TO CHANGE THE LOCATIN IN VARIABLES.SQF THE WAY THE CODE IS. THE LINE YOU ADD IT SHOULD BE #include "CfgBuildingLoot.hpp" SAME CALL TO FILE PATH AS SET IN VARIABLES NOW #include "CfgBuildingLoot.hpp" MEANS THE FILE IS NOT IN A FOLDER JUST PUT IN YOUR MISSION FOLDER Where init.sqf AND description.ext files are!! NOW EDIT "CfgBuildingLoot.hpp" #include "cfgloot.hpp" MAKE SURE THIS IS AT THE TOP PUT THAT FILE IN THE SAME LOCATION AS "CfgBuildingLoot.hpp" NOW EDIT "cfgloot.hpp" #include "cfglootsmall.hpp" MAKE SURE THIS IS AT THE TOP PUT THAT FILE IN THE SAME LOCATION AS "CfgBuildingLoot.hpp" AND "cfgloot.hpp" IF YOUR LOOT TABLES DONT HAVE IT AT THE TOP ADD EACH ONE TO YOUR description.ext #include "loottables\CfgBuildingLoot.hpp"#include "loottables\CfgLootSmall.hpp"#include "loottables\cfgLoot.hpp" REMEBER IF YOU USE A FOLDER CALLED loottables YOU WILL NEED TO ADD THE FILE PATH TO YOUR VARIABLES.SQF /////////////////////////////////////////////////////////// #include "CfgBuildingLoot.hpp"#include "CfgLootSmall.hpp"#include "cfgLoot.hpp" USE THIS IF YOU JUST PUT THE FILES IN THE MISSION FOLDER WITH init.sqf AND description.ext //////////////////////////////////////////////////////////// 1.0.5.1 HAS THIS CODE IN MINE, EDITED FOR LOOTABLES FOLDER LOCATION FOR FILES ////////////////////////////////////////////////////////////////////// if (DZE_MissionLootTable) then { dayz_baseTypes = getArray (missionConfigFile >> "loottables\CfgBuildingLoot" >> "Default" >> "zombieClass"); } else { dayz_baseTypes = getArray (configFile >> "loottables\CfgBuildingLoot" >> "Default" >> "zombieClass"); }; /////////////////////////////////////////////////////////////////////// AND THIS CODE WAS 1.0.4.2 EDITED FOR LOOTABLES FOLDER LOCATION FOR FILES ////////////////////////////////////////////////////////////////////// if (DZE_MissionLootTable) then { _config = missionConfigFile >> "loottables\CfgBuildingLoot";} else { _config = configFile >> "loottables\CfgBuildingLoot";}; ////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////// UPLOAD TO SERVER DONE!!!!! WILL NOW LOAD PAST THE LOADING SCREEN AND INTO GAME Link to comment Share on other sites More sharing options...
0 Guest Posted July 2, 2014 Report Share Posted July 2, 2014 Would the leaked standalone serverfile loot be convertable over to the mod/epoch? to have the same loot positions as the standalone Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted July 2, 2014 Report Share Posted July 2, 2014 Dansoe, your post is very hard to read with the capitalization and no code tags. Can someone explain, in clear terms, how to use the custom loottables with 1.0.5.1? I've already gotten the files from here: https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgLoot I just need to know how to call them. I tried this method, but it seems to keep all loot from spawning: I'm guess it has to do with file paths, as Dansoe tried explaining. Link to comment Share on other sites More sharing options...
0 ATRealMaster Posted July 8, 2014 Report Share Posted July 8, 2014 I can't Find "DZE_MissionLootTable" In my Init.sqf, I only have this: // DayZ Epoch config dayz_MapArea = 14000; // Default = 10000 DZE_teleport = [99999,99999,99999,99999,99999]; dayz_minpos = 0; dayz_maxpos = 16000; DZE_BuildOnRoads = false; // Default: False Link to comment Share on other sites More sharing options...
0 fr1nk Posted July 8, 2014 Report Share Posted July 8, 2014 It's not there by default, you need to add it: DZE_MissionLootTable = true; Link to comment Share on other sites More sharing options...
0 calamity Posted July 16, 2014 Report Share Posted July 16, 2014 could anyone here explain how to increase the loot that spawns ?? in those files I see the chances but where do I set the quantity I hit 6 barracks and only 2 weapons spawned also I killed 10 zombies and only one had loot for example.... in my CfgBuildingLoot.hpp class Military: Default { zombieChance = 0.3; maxRoaming = 6; zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman"}; lootChance = 0.4; increase this to 1 for 100% chance to spawn max number of loot spawns ?? so may spawn alot of loot in each military class buildings lootPos[] = {}; lootType[] = { { "pistols", "cfglootweapon", 0.04}, increase to .08 for better chance of it spawning pistols ?? { "assaultrifles", "cfglootweapon", 0.13 }, { "sniperrifles", "cfglootweapon", 0.04 }, { "shotgunsingleshot", "cfglootweapon", 0.06 } }; lootTypeSmall[] = { is this the loot that the zombies from these buildings spawn ?? { "pistols", "cfglootweapon", 0.14 }, { "Binocular", "weapon", 0.05 }, { "ItemFlashlightRed", "weapon", 0.03 }, Link to comment Share on other sites More sharing options...
0 cen Posted July 17, 2014 Report Share Posted July 17, 2014 lootChance is the % chance that loot will spawn. 0.4 is 40%, change to 1 if you want it to spawn 100% of the time { "pistols", "cfglootweapon", 0.04}, 0.04 is the % chance that the group (in this case pistols) will spawn, increase it for a higher % for pistols to spawn lootTypeSmall is used for the different spawning positions within the building (usually shelves and things like that) that hold "smaller" loot items like bandages, soda, food, etc.... Link to comment Share on other sites More sharing options...
0 ATRealMaster Posted July 22, 2014 Report Share Posted July 22, 2014 Does the loot pos change when I change the map to Namalsk? Link to comment Share on other sites More sharing options...
0 Meowzors Posted July 23, 2014 Report Share Posted July 23, 2014 Loot pos is the distance from the center of that classnames model which makes it map independent. The central point of the building is [0,0,0] [x,y,z] the lootPos gives the distance of x,y,z from the center of that building to spawn the loot. So long as the new map has the same kind of buildings, the same loot will spawn in the same spots inside that building. If there are new buildings that do not have defined locations in your loot file they will not spawn loot. However, epoch maps should all have the same buildings so you should be good. Link to comment Share on other sites More sharing options...
0 ATRealMaster Posted July 23, 2014 Report Share Posted July 23, 2014 Thanks ! Link to comment Share on other sites More sharing options...
0 BigDaddy Posted July 28, 2014 Report Share Posted July 28, 2014 Hi, in the zombie_generate.sqf i missing the entry for missionconfigfile of cfgLoot. //Add some loot _loot = ""; _array = []; _rnd = random 1; if (_rnd < 0.2) then { _lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootType) then { _array = []; { _array set [count _array, _x select 0] } count getArray (configFile >> "cfgLoot" >> getText(_lootType)); if (count _array > 0) then { _index = dayz_CLBase find getText(_lootType); _weights = dayz_CLChances select _index; _loot = _array select (_weights select (floor(random (count _weights)))); if(!isNil "_array") then { _loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count"); if(_loot_count>1) then { _agent addMagazine [_loot, ceil(random _loot_count)]; } else { _agent addMagazine _loot; }; }; }; }; }; Link to comment Share on other sites More sharing options...
0 Externized Posted August 9, 2014 Report Share Posted August 9, 2014 Link broke. :blink: Link to comment Share on other sites More sharing options...
0 ATRealMaster Posted August 11, 2014 Report Share Posted August 11, 2014 Does this work with 1.0.5.1 anymore? Link to comment Share on other sites More sharing options...
0 Atsutake Posted April 23, 2015 Report Share Posted April 23, 2015 is a loot chance of 0.001 working? or is it limited to 0.01? 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