BetterDeadThanZed

Chance for loot to spawn

6 posts in this topic

In previous versions of Exile, we had "spawnChancePerBuilding" to set a chance that a building would spawn loot. Now we have all new loot settings. Can someone explain to me what settings I need to adjust so that not every building spawns loot for players and/or how I can reduce the chances for loot to spawn in each building?

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Hope this helps!

I can see how now you would have to adjust multiple areas under

maximumPositionCoverage = 30

This is a percentage value. The lower you have this number the less loot you will get spawn in a building. Default is set to 30. 

 maximumNumberOfLootSpotsPerBuilding = 3;

 maximumNumberOfItemsPerLootSpot = 2

In the event you are asking location of the file. Remember that the setting for building loot spawns are found in the mission file under config.cpp. In previous versions it was inside @ExileServer/addon/exile_server_config.pbo under its config.cpp.

This version is easier to find. The descriptions of each option are self explanitory.

Spoiler

class CfgExileLootSettings
{
    /**
     * Lifetime of loot in minutes. Synchronize this with
     * the garbage collector settings of your server
     * CfgSettings!
     */
    lifeTime = 8;

    /**
     * Interval in seconds when the client searches for
     * new buildings to spawn loot in
     */
    spawnInterval = 30;

    /**
     * This is a percentage value to determine how many loot
     * positions should contain loot when the system spawns loot.
     *
     * If a building has 20 positions defined, Exile will 
     * spawn loot in 10 random positions of them.
     * 
     * This means smaller buildings spawn less loot and larger
     * ones spawn more loot.
     *
     * You can also cap it at a maximum value. See below.
     */
    maximumPositionCoverage = 30;

     /**
      * Limit the number of loot positions per building. If the 
      * above percentage value exceeds this value, it will be capped.
      *
      * Example: Coverage is 50%. Building has 60 loot positions defined.
      * This results in 30 loot positions and that is too much. So we
      * cap this at 10
      */
    maximumNumberOfLootSpotsPerBuilding = 3;

    /**
     * Exile spawns a random number of items per loot spot. This 
     * is the upper cap for that. So 3 means it could spawn 1, 2 
     * or 3.
     */
    maximumNumberOfItemsPerLootSpot = 2;

    /**
     * Radius in meter to spawn loot AROUND each player.
     * Do NOT touch this value if you dont know what you do.
     * The higher the number, the higher the drop rates, the
     * easier your server will lag.
     *
     * 50m  = Minimum
     * 200m = Maximum
     */
    spawnRadius = 60;

    /**
     * Defines the radius around trader cities where the system should
     * not spawn loot. Set this to 0 if you want to have loot spawning
     * in trader citites, ugh.
     */
    minimumDistanceToTraderZones = 500;

    /**
     * Defines the radius around territories where no loot spawns.
     * This does not regard the actual size of a territory. So do not
     * set this to a lower value than the maximum radius of a territory,
     * which is 150m by default.
     */
    minimumDistanceToTerritories = 150;

 

Edited by Cofresi
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On 3/15/2016 at 2:43 PM, Cofresi said:

Class CfgExileLootSettings

I have noticed that these settings are NOT in 9.61... not that I can see anyway. Am I missing something?

Edited by CameraChick

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On 3/15/2016 at 3:24 AM, BetterDeadThanZed said:

In previous versions of Exile, we had "spawnChancePerBuilding" to set a chance that a building would spawn loot. Now we have all new loot settings. Can someone explain to me what settings I need to adjust so that not every building spawns loot for players and/or how I can reduce the chances for loot to spawn in each building?

Did you ever get this working as intended? I would like to reduce the % chance of buildings spawning loot but seeing as spawnChancePerBuilding is not available I'm at a loss as to how it can be done.

Any help is appreciated.

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9 hours ago, Diddl3s said:

Did you ever get this working as intended? I would like to reduce the % chance of buildings spawning loot but seeing as spawnChancePerBuilding is not available I'm at a loss as to how it can be done.

Any help is appreciated.

@Diddl3s
Have a look at this thread. I provided a solution that might suit your needs.

 

Edited by Kurewe
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