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SimonJ110

CfgBuilding loot table call

Question

Hi Guys,

In CfgBuildings, Can I have more than one table?

	class Building
	{
	    //original
	    table = "CivillianLowerClass";
	    
	    //posible change to
		table[] = ["CivillianLowerClass","additionaltable"];
		
		
		positions[] = {{0.482422, 0.65625, -0.867858}, {3.08984, -1.2832, -0.867858}};
	};


CHEERS FELLAS!
 

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7 answers to this question

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You can. You must define the class before referencing it like that though. Somehow I've lost where I put the loot compiler, but it would have to be defined in there before you run the loot compiler. If the loot compiler doesn't run, then simply add your items with your desired loot chances to another table, run the compiler, then copy that block to your custom table; viola.

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It may be easier to just set all the loot how you want it (without your mods) run the loot compiler, save that file. Then go back into the loottable.h and take everything out of civlowerclass, replace it with your mod items, re run compiler, pull out that block from the compiled loot table rename the class for civlowerclass to something like moditems or whatever, copy it into your first file and should be good to pbo, mind you your cfgbuildingloot block in config.cpp of exile_server_config will need to be changed to reflect what ever new class you added.

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You could just add the additional items you want to spawn in CivilianLowerClass. Theres a loot configuration tool somewhere around here that you can use to modify the loot table to add/remove items and set rarity of spawn.

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You could just add the additional items you want to spawn in CivilianLowerClass. Theres a loot configuration tool somewhere around here that you can use to modify the loot table to add/remove items and set rarity of spawn.

Was planning on keeping all the different addons separate and adding them in their own table so I knew where they are.

Cheers for all your answers guys!! It is appreciated!

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