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Understanding Loot Spawns Config

19 posts in this topic

I'm going through the Massi mods, and adding all the items, vehicles, uniforms and weapons to my server config .cpp file. So far I've added a lot to the traders. 

Can someone explain how the loot spawn section works? 

class Military
    {
        top = 94.13;
        count = 220;
        maximum = 100;
        sum = 22000;
        items[] = 
        {
            {3, "30Rnd_mas_556x45_Stanag"},
            {3.9, "U_B_CombatUniform_mcam_worn"},
            {4.7, "arifle_mas_hk416"},
            {5.4, "Binocular"},
            {6.1, "V_PlateCarrier1_rgr"},
            {6.8, "B_OutdoorPack_tan"},
            {7.5, "V_Rangemaster_belt"},
            {8.2, "B_OutdoorPack_blu"},
            {8.9, "H_HelmetB_light_sand"},
            {9.6, "U_B_CombatUniform_mcam_tshirt"},
           .......................

Is the lower number a lower chance of spawning, or is it a higher chance? Can someone explain what count, Maximum, and Sum are? Is it max 100 items or max 100%? 

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So here is the most detailed and simplified guide how to add Custom Weapons to loottables using a compiler (in engrish):

1. Download:

LootTable.h

LootTableCompiler.exe

2. Create folder C:\Loot\

3. Place both downloaded files there

4. Edit LootTable.h

Get the class names of weapons/items you want to add and place them into this file using this format: 

> LootTableName
Spawn Chance %, Item Class Name
*Higher change -> More often Spawn

(Currenty there only 8 loottables (> CivillianLowerClass, > CivillianUpperClass, > Shop, > Industrial, > VehicleService, > Military, > Medical, > Tourist)

Here is example of LootTable.h with inserted CUP weapons: LootTable.h

5.  Open cmd.exe

Type cd C:\Loot\ into cmd.exe window > Press Enter

Type LootTableCompiler.exe C:\Loot\LootTable.h C:\Loot\LootTable.cpp > Enter

If you done right you will see C:\Loot> in console. But if you done something wrong in LootTable.h there will be error message in console, in this case correct file and try again.

6. Compiler will create LootTable.cpp in C:\Loot\ folder starting from:

class CfgLootTables

and ending with:

};

7. UnPBO your @ExileServer\addons\exile_server_config.pbo file

8. Open @ExileServer\addons\exile_server_config\config.cpp file

Replace whole class CfgLootTables with contens of C:\Loot\LootTable.cpp

Save config.cpp

9. Delete your @ExileServer\addons\exile_server_config.pbo file

Make @ExileServer\addons\exile_server_config.pbo from @ExileServer\addons\exile_server_config\

10. UnPBO your mission file (by default it mpmission\Exile.Altis.pbo)

Edit mpmission\Exile.Altis\config.cpp:

Place all added to LootTable.h third party classes into class CfgExileArsenal and set up quality and price.

11. Delete mpmission\Exile.Altis.pbo file

Make mpmission\Exile.Altis.pbo from mpmission\Exile.Altis\

12. Done.

Edited by Nuka
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Why is it so complicated to add stuff to the loot list?

What if something has the same number? Why hasn't it been setup to where we can Just enter the %?

I've pretty much gotta add 200+ guns to a few zones then who knows how much ammo and attachments.

 

But yeah, I'm sure one of them will have the same number, what will happen?

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Nothing will happen if they have the same number. It simply means they will have the same percentage chance of spawning :)

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